About

19 years. Nearly every seat.

Dan Sandberg

I'm Dan Sandberg. I started as an environment artist on Ghostbusters: The Video Game in 2007, and I've been widening the range of jobs I can do ever since.

I spent a decade as a contract artist and technical problem-solver for AAA studios, where I was usually brought in for one job and ended up in pipeline discovery, mentoring, and prototyping. Along the way I learned to direct other people's work through written critique, paint-overs, and concept, and to task programmers and artists directly. I founded Atom Switch, Inc. in 2013. In 2022 I raised $3.4M to turn it into a full studio, then hired the team, directed the game, ran the business, and shipped INFESTSTATION. When seats emptied, I filled them, all the way to shipping the final two updates solo.

That's the unusual part of my background. I haven't just managed these disciplines. I've done the art, design, production, and business jobs myself, and directed the engineering hands-on. So when something breaks between them, I can see every side of it.

Based in the Greater Chicago area.

Timeline

How I got here.

  1. 2024 – Present

    Consulting & Rebel Core: Awakens

    Consulting through Atom Switch: diagnosing and fixing a UE5 cinematic capture pipeline for a licensed-IP pitch (via FX Chamber), and UI & technical art for Lost Lake's Vaunted. Also building Rebel Core: Awakens, a near-solo action platformer prototype (including composing its soundtrack) now in public Steam Playtest, while developing additional game prototypes alongside it.

  2. 2022 – 2024

    Atom Switch, Inc. · CEO & Creative Director

    Raised a $3.4M seed round as solo founder in August 2022, on a concept-only pitch, just after venture funding for games had peaked. Over the next two years investors pulled back from games, with funding falling by roughly 70% from 2022 to 2023 and staying low through 2024. The rest of the $5M the project was planned around never came, and nearly every founder in my cohort hit the same wall. I restructured the plan so $3.4M covered the full two years of development, hired a remote team across five states, directed and helped build INFESTSTATION, and ran every business function. I then chose to ship in Early Access rather than stop, and followed with 11 updates. I also wrote the game's development blog, which follows the project from pre-production and funding through release and beyond.

  3. 2020 – 2022

    Bonfire Studios · Arkheron

    Two-year embedded contract: seamless four-sided level tiles, a card-based scrollwork system that met the art style's visual and performance targets, and prototypes for a tutorial template, environment process, and a full play-space redesign. Case study →

  4. 2019 – 2020

    High Voltage Software · Fortnite

    Weapons for Fortnite: Save the World, from blockout to in-engine, plus cleanup and rebakes of other weapons, and environment props and set pieces for Battle Royale and the Battle Pass agent rooms in The Hideout. One bow started as a side-view-only concept, and I worked it through with concept and direction until it fit the rig and animation set.

  5. 2013

    Atom Switch, Inc. founded

    An interdisciplinary studio spanning games, design, and branding. Its first product, InfinitasDM, was a desktop and mobile tabletop RPG app and one of the only apps of its kind approved for Steam. On a fixed, Kickstarter-funded $40,000 budget with a single engineer, I designed, roadmapped, and managed it, and it shipped on time and on budget, including every Kickstarter reward. I also wrote its campaign content and ran live sessions at GenCon 50.

  6. 2011 – 2022

    Independent AAA contractor & design consultant

    Shipped Call of Duty: Black Ops III, Rise of the Tomb Raider, Rage 2, Homefront: The Revolution, SMITE, Tribes: Ascend, and The Amazing Eternals. Work included modular Black Ops III weapons whose parts swap for attachments without visible seams, for launch and DLC, and full material direction from rough line-drawing concepts. Clients included Activision/Treyarch, Crystal Dynamics, Crytek/Deep Silver/Dambuster, Hi-Rez, Microsoft Game Studios, and AMD. Outside games: early 3D UI prototypes for Amazon's Fire Phone, VR UX for TRIPP, and a Kinect diagnostic pipeline for AveXis. Case study →

  7. 2007 – 2011

    Terminal Reality · Environment Artist

    Shipped Ghostbusters: The Video Game. Spent nearly two years on Kinect Star Wars, built in Terminal Reality's proprietary Infernal Engine: prototyping new environment art pipelines, texture blending, and damage systems, whiteboxing kit-based levels, and doing sole-artist pre-production pipeline work alongside the publisher's Technical Director.

Contact

Tell me what's broken.