Andreas Chryssovitsanos

Andreas Chryssovitsanos

Sr. Creative Director @ Toca Boca

About

I’ve spent most of my life making games, playful, meaningful experiences that connect with people. It’s been 25+ years of creativity, strategy, late-night brainstorms and the joy of seeing an idea turn into something players actually love. I’ve worked across creative direction, art, design, tech and marketing and even co-founded a studio that King later acquired. Through all of it, I’ve learned that vision and collaboration matter far more than job titles, and that the best work happens when people genuinely care about what they’re creating together. These days I focus on turning complexity into clarity and help teams find focus and flow in order to bring creative ideas to life. I’m still endlessly curious about what’s next new ways to play, new ways to connect. If that sounds like your kind of thing, I’d love to chat.

Country

-

City

Sweden

Industry

Entertainment

Skill

Mobila spel, Strategisk vision, Marknadsföringsstrategi, Strategisk kommunikation, Unity, Ledarskap, Marknadsföring, Affärsstrategi, Affärsutveckling, Analytisk förmåga, Finansiell analys, Avtalsförhandling, Avtalshantering, Texturing, Video Games, Game Development, Environment Art, 3D, Shaders, Unreal Engine 3

Experience

Toca Boca

Sr. Creative Director

Toca Boca

LinkedIn
2025-1 - Present · 1 yr 9 mos

Stockholms kommun, Stockholms län, Sverige

Toca Boca

Sr. Design Director

Toca Boca

LinkedIn
2024-5 - 2025-1 · 9 mos

Stockholm

Noid

Sr. Art Director

Noid

2023-12 - 2024-5 · 6 mos

Stockholm, Stockholm, Sverige

King

Sr. Art Director

King

LinkedIn
2019-9 - 2023-12 · 4 yrs 4 mos

Stockholm County, Sweden

As a Senior Art Director in the New Games division, I led the creative development of multiple projects, with a primary focus on building and launching new brands and IPs. Collaborating closely with game, previsualization, and marketing teams, I drove projects from initial concept and brand development through to soft and hard launches. My work extended beyond creative direction to encompass User Acquisition strategies and marketing funnels, ensuring an optimal market fit for each game. I managed multidisciplinary teams of varying sizes throughout different stages of development, overseeing contractors and external outsourcing teams to maintain high-quality execution and alignment with project goals. In addition, I played a strategic role in shaping the New Games division’s portfolio by evaluating and selecting projects that aligned with studio goals. I spearheaded the development of innovative marketing funnels to accelerate the time-to-market for new IPs, enhancing both efficiency and impact. One of my key accomplishments was leading the concept development, art direction, and marketing research for Candy Crush Solitaire, an initiative born from my strategy and research efforts within the division.

Hatrabbit Entertainment (Aquired by KING)

Co-Founder & CEO

Hatrabbit Entertainment (Aquired by KING)

2016-8 - 2019-9 · 3 yrs 2 mos

Stockholm, Sverige

I Co-Founded Hatrabbit in 2016 and was also the CEO until it was acquired by mobile games giant KING in 2019. Hatrabbit was an entertainment studio located in Stockholm, Sweden. We developed inclusive games for the masses within the VR space, mobile and cross platform with a fresh development angle that put player feedback first. Fast prototyping in combination with early data driven marketability testing as well as growing games with a tight community was one of the core foundations of Hatrabbit. Within this timeframe we released a total of 3 games across multiple platforms and created more than 10 different prototypes by 2019. It was funded through a combination of veteran gaming Angel Investors and Industry leading Venture Companies.

Rovio Entertainment

Studio Art Director

Rovio Entertainment

LinkedIn
2013-1 - 2016-7 · 3 yrs 7 mos

Stockholm, Sweden

I was fortunate to be part of starting up the Rovio Stockholm studio in the role as Studio Art Director. This included being the manager for all Artists having responsibilities like performance, salary and quality reviews, 1to1s, recruitment, art sessions, coaching and talent management. Angry Birds 2: I was the initial Art Director for Angry Birds 2, developing the game from start to soft launch and then global launch. This included: - Owner of the Art Vision - Developing Concept art, Art bibles, Marketing material, Key art, Logos - Managing the Art team and outsource staff - Developing technical solutions/workflows in Unity together with the TAD and coders. - Creating and implementing in-game art in Unity: - Environments, backgrounds, saga map, effects, lighting, UI, UI animations etc. As Studio Art Director I'm also part of the Stockholm management team taking part in leading the studios business as a whole. This includes studio direction, structure, processes, projects, staffing, HR policies etc.

DICE

Art Director

DICE

LinkedIn
2012-1 - 2013-1 · 1 yr 1 mo

on Battlefield 4. As Art Director for the Single Player Campaign I managed a team of 16-20 artists. Overall responsibility for concept art development, environment design, lighting design and implementation. I also developed the initial Journey for the SinglePlayer campaign. This meant deciding on locations, style, tone and look for each chapter in the campaign.

DICE

Senior Environment & Lighting Artist

DICE

LinkedIn
2010-3 - 2011-12 · 1 yr 10 mos

on Battlefield 3 Art polish/finalization, optimization, color balancing, lighting, shader balancing, additional effects, matte backdrops, terrain creation/tweaking, Cinematics composition, additional UI art. on Battlefield Bad Company 2 - Vietnam Art polish/finalization, color balancing, lighting on all levels, matte backdrops, additional effects, shader balancing. on Need for Speed - Hot Pursuit Lead for Vegetation and Environmental Assets

DICE

Technical Art Director

DICE

LinkedIn
2008-8 - 2010-3 · 1 yr 8 mos

on Battlefield Bad Company 2 - Lead the Art team together with the Art Director - Support the Art team with technical/graphic solutions - Setup and manage content pipelines - Research best practices for Art - Develop Tools & Workflows together with engineers - Optimize and Track memory / performance for 3 platforms. - Asset Management. - Art polish/finalization, color balancing, lighting, shading, matte backdrops, press screen shots

DICE

Visual Effects Artist

DICE

LinkedIn
2008-3 - 2008-7 · 5 mos

on Mirrors Edge - VFX creation

DICE

Lead Character Artist / Lighting Artist

DICE

LinkedIn
2006 - 2008 · 2 yrs

on Battlefield Bad Company - Manage and support a small team of Character Artists - Research workflows for Character creation - Character concepting - Character creation - modeling, texturing, shading etc - Lighting on levels and Cinematic "cutscenes"

DICE

Lead Level Artist

DICE

LinkedIn
2004 - 2006 · 2 yrs

on Battlefield Bad Company - Research workflows for Terrain/Vegetation creation - Develop Terrain/Vegetation Tools together with Engineers - Level Art

DICE

3D Artist

DICE

LinkedIn
2002 - 2004 · 2 yrs

on Rallisport Challenge 2 - Level Modeling - Level Shading - Lighting - 3D/2D Art - Responsible for all Vegetation

Paradox Entertainment

Internship Trainee

Paradox Entertainment

LinkedIn
2001 - 2001

Stockholm, Sweden

Created art for games like Udos sägner: Sveakampen

Korkeken

Internship Trainee

Korkeken

2000-8 - 2000-12 · 5 mos

Stockholm, Sweden

Created art for "Jönssonligan går på djupet"

Education

Nackademin

Nackademin

LinkedIn

Virtual Reality

1999 - 2001 · 2 yrs

Andreas Chryssovitsanos's Contact Information

Email

******@***.com

Phone

(**) *** ****

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