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Who I Am

Conny Nordlund is my name, but online, I go by “Koni.” My full alias is KoniWorx. I live in Sweden and I make a living through freelance work and side gigs, though I’ve semi-retired from full-time animation and game art. Now, I only take on projects when I feel like it.

I’ve always been an odd creature with a fierce imagination, and it shows in my work. I’ve made art, games, animations, sculptures, songs—you name it. My biggest weaknesses is my fast burning excitement; I start a lot but struggle to finish. I work better in teams because I’m motivated by not wanting to let people down. Finishing solo projects? That’s pure fear of dying with unfinished ideas.

I call myself a “generalist,” but animation influences most of what I create.

Artistic Development

I’ve had a wild imagination since childhood. I loved acting out ideas through play, drawing, or creating stories I sometimes believed were real. For example, I told my best friend clouds are formed when you kill a giant and then their corpses turn into smoke and float up. Weird.

My obsessions always became art – the games I played, family moments, or crazy stories I made up. My teachers hated it; my school diary was full of drawings, not words. Their criticism of my “heavy hand” only made me more competitive, pushing me to improve. My biggest thorn in my flesh has always been my constant need for reassurance of my worth, this only added to the competitiveness.

When the internet came around, I quickly adapted to forums and online communities. I joined Newgrounds early on in 2004, alongside SheezyArt and DeviantArt around the same time. My curse for reassurance really took hold on these platforms, and I became obsessed with drawing alongside the communities there. But it felt more positive – it was like being on a shared social art journey with others. That experience has stuck with me, and I think it’s what eventually drew me to game development.

My style has jumped around a lot over the years. Cartoony stuff as a kid, anime in my teens, then painterly on professional forums. After that my style mutated to whatever the project needed of me. Like during my Pixadome years, my work turned brighter and cuter. These influences eventually merged into my current, darker style.

Pixadome

Hayfever

In 2015, I enrolled at The Game Assembly to study game art. Around that time, I also began brainstorming my own game ideas. My first fully developed concept came in 2016 when I pitched a game called Hayfever to my best friend, Jonas Roininen. The game featured a mailman with hayfever who uses his allergies as double-edged superpowers.

During my 2017 summer break, we created a demo/game jam version of the idea. Naturally, we needed a team name, so we called ourselves “Pixadome.” When the game jam was released, people really connected with the character, the world, and the concept. That positive reception convinced us to turn it into a full commercial title.

It took us three years to complete the game, and by the end, both Jonas and I were completely burned out. Jonas worked entirely off his savings, while I juggled a full-time job at a AAA studio, Sharkmob, alongside the game’s development. The final product didn’t perform particularly well commercially, but it remains one of my favorite creations. I still replay it from time to time.

While Hayfever didn’t sell much, it won several awards and gave us opportunities to travel the world. Those efforts helped us make a name for ourselves in the industry, and I’m proud of what we achieved.

Chenso Club

We were preparing to shut down Pixadome when a group in Boden, Sweden, reached out. They’d found an investor for their studio, “Frozen Waffle,” and Jonas had been doing work for them. During that time, Jonas mentioned a game idea we’d planned to make: Chenso Club. I pitched the game to them, and they asked if Jonas and I wanted to join forces, keep the Pixadome name, and make Chenso Club together. We agreed.

That period was intense. Our team quickly grew from two people to ten within a year, with two physical studio locations, even though the game was originally scoped for just three people. The rapid growth left me overwhelmed, and I ended up taking on far more responsibilities than I should have. Other studios involved in the venture faced similar challenges, and eventually, the whole collaboration unraveled.

Thankfully, we managed to ship Chenso Club before everything fell apart. The game didn’t perform well either, I think Hayfever was more polished – but Chenso Club was undoubtedly more ambitious. It didn’t turn out exactly as I’d envisioned, but I’m proud of the experience. The team dynamic we created during that time was incredible, and it remains the best team I’ve ever worked with. I’ll always cherish those memories.

KoniWorx Animation (My Business)

After the Pixadome era ended, I realized there was one more area I wanted to explore in my career: getting back into animation.

During my time at Pixadome, I had connected with the creators of Big Boy Boxing and Soupmasters. When my time at Pixadome wrapped up, they reached out to me and asked if I’d be interested in doing animation work for their game. This opened the door to a whole range of animation gigs, including work for game studios and YouTube animators.

For about a year and a half, my animation business was running full speed alongside my personal projects. But eventually, I became burned out. I reached a point where I had to ask myself: Am I doing this because I genuinely want to, or am I doing it just to prove to people that I’m holding this industry title? My personal projects had become my biggest creative joy, while the freelance gigs were mostly a way to pay the bills and maintain that “industry badge.”

So, I decided to take the badge off. From that point on, I committed to only taking on projects I truly wanted to work on. I saw it as a form of semi-retirement.

Influences and Preferences

I love anything expressive, emotive, and moody. I’m drawn to darker undertones, satire, and social commentary in both comedy and serious content.

My artistic influences I’ve had in my life the longest is:


FAQ

“Can I still reach out about freelance work even though you’re semi-retired?”

Absolutely! I'm just more careful with what I take on.

“What do you tend to turn down then?”

Stuff that has nothing to say / games with exploitative design that clearly shows that the intent is to suck as much money out of the player as possible / games that are spinoffs of something currently trending (just to make money) / I enjoy satire but the content shouldn't just feed on punching down on a person or making fun of something to gain attention / lazy content / I'm really good at spotting snake-oil-people which is sadly due to experience.

“What do you LIKE to work on?”

First of all, if we know each other - I want to hear from you. I enjoy working with peers.
It generally just comes down to my tastes, I guess. Send me your prototype/demo or storyboard.. or whatever it is that you're making.

“What are your rates?”

It depends on the project, how long the gig is, how fast the turn-around is and so on. Reach out and we can estimate according to your goals and budgeting.

Career

Animation

TITLEROLERELEASENOTE/COMPANY
Secret of the GoddessTrailer Animation2025 (Trailer)Trikingo
TBA – NDAAnimatorIn ProductionPinkLit Studio / Batstains
TBA – NDAAnimatorIn ProductionPinkLit Studio / Batstains
Puzzle & Sling: Boredom KillersAdditional Animation2024Toastcrumch
Nostalgia – Melvins MacabreAnimator2023Meat Canyon
TBA – NDAAnimatorIn ProductionTBA – NDA
Crowfeather 32:2:1Sole CreatorIn ProductionKoniWorx

Games

TITLEROLERELEASENOTE/COMPANY
RadTad And The Slobbery SixArtist/AnimatorIn ProductionHeck Yeah Games
TBA – NDATBA – NDAIn ProductionShe Was Such A Good Horse
Big Boy BoxingArtist & AnimatorIn ProductionSoupmasters
Hooja (The Game)Pixel Artist2023Hooja
Bullet CastersAssisted Art Direction2023Last Credit Games
Gravity CircuitPixel Artist2022Domesticated Ant Games
It’s Dark InsideVideo Editor & Assistant Art DirectorCanceledPixadome
Chenso ClubDirector & Artist/Animator2022Pixadome
VtM – Bloodhunt3D Animator2021Sharkmob
HayfeverDirector & Artist/Animator2020Pixadome
Corvid EngineSole CreatorOn HoldKoniWorx
CrowfeatherSole CreatorCanceledKoniWorx
IHaveToPoop dot EXESole Creator2017KoniWorx
#Archery3D Animator2015VR Unicorns
#SkiJump3D Animator2015VR Unicorns

Jams & School

TITLEROLERELEASENOTE/COMPANY
DunkenLevel Design2022Game Jam
Fingering PumpkinsArt & Audio2021Game Jam
Captain DraculaArt & Animation2020Game Jam
A Cup’s LifeArt & Animation2019Game Jam
Disco DeathmatchArt & Animation2017Game Jam
Disaster BabyArt & Animation2017Game Jam
Hayfever ClassicArt & Animation2017Game Jam
Kahu MokuAnimation, Rigs, Concept art2017School (The Game Assembly)
Machine ReaperAnimation & Rigs2017School (The Game Assembly)
NecromonkAnimation & Rigs2017School (The Game Assembly)
Waste Warrior3D Art & Designs2017School (The Game Assembly)
The King’s FinestAnimation, Rigs, Sprites2016School (The Game Assembly)
Kindered SoulsAnimation, Tilesets2016School (The Game Assembly)
Les MursAnimation, Character Design, Art2016School (The Game Assembly)
Settlers of HozanekBackgrounds & Concept art2015School (The Game Assembly)

Misc stuff

TITLEROLERELEASENOTE/COMPANY
The (on going) Story of KoniSole CreatorReleased / In ProductionOn going illustrated biography
Co-Founded PixadomeCo-Founder2017 – 2023