Dennis Bagstevold

Swedish Game Awards

Swedish Game Awards 2015

In the second half of 2014 I took on the task of being the Project Manager for the Swedish Game Awards (SGA). 
This marked the 13th year of SGA and was my first big project, which later came to be the largest iteration of the competition.

What did I do?

During the project we had very few people working and a lot of positions to fill, and being someone who likes to take charge - I challenged myself and filled a few of these roles. In doing so I was:

  • Project Manager: Being the sponsors contact and the front figure.
  • Public Relations: Handled the media outlets contacts for the competition.
  • Art Director: Decided on the look and vision of the graphical assets.
  • Graphical Producer: Made all assets for social medias, posters, videos etc.
  • Video Producer: Produced all of the videos made for the competition.
  • Human Resources: Took care of and was the main contact for volunteers.
  • Community Manager: Handled the social media accounts.
  • Event Manager: Planned the tour and the SGA '15 Conference.
  • Lecturer: Held lectures about the competition in Skövde, Karlshamn, Karlskrona, Malmö and at Tekniska Museet in Stockholm.

What did I achieve?

Stop! I know what you're thinking. How the hell could I have gotten something done while doing all these things?
Well, here's a list of some of the things I managed to achieve:

  • Initiated and started the cooperation with Diversi.
  • Created the "Best Diversity Effort" award category to further ensure the focus on diversity and inclusiveness.
  • Acquired three new partners by myself, which weren't sponsors the previous year (MAG Interactive, Autodesk and Sweden Game Arena).
  • Got high schools involved in the competition for the first time.
  • Exposed the competition to new audiences by appearing at Spelskapet, LBS StockholmTekniska Museet and even live at Dreamhack on SVT.
  • Created the first ever live stream of the SGA Gala with Medieinstitutet.

What did I learn?

  • Setting and maintaining a high standard of production with a low budget and few people.
  • Understanding how a project is run on a deeper level, seeing both the highs and lows for a longer time (8~ months).
  • Seeing and experiencing many aspects through different roles gave me a clear vision of the overall picture of the project.
  • Getting to know the Swedish games industry, both the companies but also the educations in the entire country.


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Interview Videos


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