I've worked in design for over ten years — started with game graphics and title work in the early 2010s, and have slowly drifted toward brand and motion since, without losing interest in any of it. Nailing the first frame of a title sequence still feels great.
The path has gone through agency, in-house team and freelance — mostly in Norway and a short stretch in Berlin. I've seen how large organisations get things done (and don't), and what small independent operations can pull off. DP/X is built from both.
My setup now is deliberately narrow: one person, many disciplines. I keep the client list short, take fewer projects in parallel, and spend the rest on the stuff I actually enjoy — experiments, games, tools that don't have a booking form yet.
Right now Dicetris takes up most of the brain space. An indie puzzle game I design end-to-end — from UI to characters to trailer. Coming to Steam when it's ready.
If you're thinking about a project — big or small — the first call is always no-strings. I'd rather say no early if I'm not the right fit, and a clear yes if I am.