Hi, I’m ANDREA
Welcome to my world
Let me take you down, cause I’m going to...
Games
New release 2025
Selected for
TRAVELLING LIGHT
a year in the lives of Leah, Lars, Ivy & Samson
In Travelling light - a year in the lives of Leah, Lars, Ivy & Samson, you get under the skin of 4 friends in their early 30ties, all on the brink of a quarter life crisis. You experience their individual realities, their friendships, love and drama.
JOURNEY OF the BROKEN CIRCLE
In "Journey of the Broken Circle," you will immerse yourself in a beautiful universe. Satisfactory gameplay combined with a deep story propels the main character onto a journey of self-discovery.
"Journey of the Broken Circle" is a rewarding and unique game.
LA PETITE MORT
La Petite Mort is a one-of-a-kind digital erotic experience designed for touch.
Its simplistic style and musical design will move you through the sensual and erotic sensations, ending in a cacophony of musical climaxes, you never thought were possible on a touchscreen.
MOONTIDE TRAVELLER
Moontide Traveller is a 2D interactive musical journey that communicates a serious topic in a metaphorical and abstract form. It is an art game where you play through the four phases of the female cycle.
It tackles a topic that in many societies is tabooed to a greater or lesser extent.
Upcoming
REVNA RISING
Revna Rising is an coming-of-age story set in Viking era Scandinavia. It focuses on the spiritual- and everyday world of the Vikings, which sets it apart from many of the Viking games / movies currently out there.
We follow our heroine, Revna. The rebellious Viking teenager who feels a calling to become a Völva. That is not an easy path! First she needs to convince the current Völva to become her apprentice. Then her warrior parents needs to accept she does not want to become a Viking Warrior like them.
She has to overcome obstacles in the God World and in the Real World in order to be accepted as the Völvas apprentice.
Installations
LOL
It is said that the shortest way between two people is a smile. In ‘LOL’ you enter a room filled with screens on each one of them a face is staring uncannily at you – slowly, triggered by your presence, they all start to laugh.. As it is proved laughter is contagious, and LOL can be seen as a facilitated dystopian experience.
‘LOL’ is a commissioned public digital installation
THE DIVIDED LINE
The Divided Line works with authorities, boundaries & group dynamics.
The visitors enter a dark room, where lasers turn on/off in a tight pattern. If a beam is broken, the group is ‘punished’ with a high, uncomfortable sound, and must start over.
Slowly the visitors start to recognise the pattern, and avoid the beams.
THE MYCELIUM CONNECTION
The work modifies depending on how many people engage with the installation. By holding hands and connecting the metal handles you alter the projected visuals of growing mushrooms and the music.
‘The Mycelium Connection is a commissioned public digital installation
Mixed
THE HUNT FOR THE YELLOW BANANA
The Hunt for the Yellow Banana was a citywide cross-platform performance / game story that took place in Malé, Maldives.
It’s very, very easy to get arrested in the Maldives, due to the dictatorship, therefor ‘The Hunt for the Yellow Banana’ was a constant negotiation and pushing of the boundaries.
The performance began with the distribution of flyers in English and Dhivehi and the putting up of posters announcing that a Banana had gone missing. There was a photo of an identifiable human in a banana outfit with sunglasses on with an e-mail address and phone number to contact in case anyone spots the Banana. Members of the team (principally the game’s core design team Andrea Brasch and William Drew) would then appear as the Banana in different parts of the city. There was a website with a map that would mark sightings as well as a Twitter hashtag. In the lead up to the final live event, which was a race to be the first team to find the Banana, the narrative took a shift whereby the Banana, alone in the city and having discovered its autonomy, was feeling depressed and had been contemplating suicide. There were various clues posted online as to how the Banana might choose to end its existence on Earth.
LOVE LETTERS
Before my grandfather passed he gave me a brown parcel filled with letters written between him and my grandmother during World War II. He told me I could under NO circumstances open the letters while he was still alive. After 15 years of carrying the letters around with me, I mustered the courage to open them. ‘Love Letters’ is based on a series of letters written between Vilhelm Hasselager and Ebba Rosa Larsen in 1940-41, when they had just met, in Denmark during World War II. They were in love and separated. The work is inspired by the strong emotions from the letters: Absence, uncertainty, longing and infatuation. These emotions are interpreted in 2 works, a movie and a VR work. The VR is strongly inspired by the surreal, and by Alejandro Jodorowsky's ideas of redemption through ritual acts. The VR work is filled with objects from their home, where each object has a symbolic meaning taken from the letters - and through the interaction with the objects it becomes a redemption.
Activisim
LYST
The 2023 Video Games Europe Report showed that video games have been recognized by EU institutions as "unique, creative, and complex works," integral to a thriving industry merging culture, creativity, and digital innovation. As such, video games can be considered cultural products, highlighting their role as tools for cultural dissemination, transmitting knowledge, representations, beliefs, and values while fostering cultural creation and exchange.
Founded in 2015 as a pioneering event, The Lyst Festival has consistently led the conversation on love, romance, sex, diversity and representation within video games. As a professional networking hub, symposium, and exhibition, the festival attracts developers and industry professionals from Scandinavia’s indie game community and beyond.
GAME GIRL WORKSHOP
Game Girl Workshop is a short and intensive workshop where young girls are encouraged and enabled to have fun with technology.
We have held Game Girl Workshops in United Arab Emirates, Palestine, Saudi Arabia, Sweden and Denmark.
Interactive entertainment is tomorrow’s culture. Yet women are overwhelmingly underrepresented
in the games and tech industries. 22% of game developers worldwide identify as women. 5% of game programmers worldwide identify as women. These numbers are declining.