People of Frictional: Jens Nilsson

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Second post in the series. Thomas Grip posted the first, which you can read here.

Who am I
I'm Jens Nilsson, one of the people that started the company in 2006. Back then my work space was dubbed the "Pink Room" and in it all the Penumbra and Amnesia magic happened. The previous occupant of the apartment had a young girl and that room was the girl's room. We did not get around to give it some new paint until the year before we moved out. I dug and dug but could unfortunately not find a picture of it. Anyway, I've always had the luxury of having a dedicated room to work in and currently I am located in a cozy attic space.


Background
I got an urge to make my own games when I was seven years old and the family got a C64. Spent a great deal of time copying the code from the Basic manual and got stuff printing, balloons flying and even the C64 making sounds. Did I understand anything of it beyond the end command "run"? Nope.

My first actual working modification of a game was around 1990 when we had a game called "Italien 90" which was a game written in Basic for the C64. The game was a simple text based football manager for the world cup in Italy 1990. As it was a Basic program you could pause the game, scroll through the code and make changes. I'm sorry Thomas Ravelli, but you got replaced by Jens Nilsson and my stats were all top 9 values. While at it, the rest of the Swedish team got top 9 values as well but they got to keep their names. Sweden won the world cup, over and over, which was quite similar to how they performed in the real competition (group c).

The following years I did not spend much time trying to create anything, kept it to gaming only. Instead I spent a great deal of time playing instruments, at first the piano and later the guitar. I eventually started playing in bands and music was the main occupation during the years 1988 to 2002. In 1995 the family acquired the first computer since the C64, which was an Apple Macintosh 5200. With it some craving for trying to create something with games came back. As in my younger days, actually programing something was not on the table, rather modifying games was what I did the most. Mainly Bungie's game series Marathon, it had third party tools available so you could create and edit content for the game. For anyone interested the Marathon games are available for free through the Aleph One project.

Not very pretty deathmatch level for Marathon.
In 1996/1997 the family computer got bumped to an Apple Macintosh 6400. With this my two interests started to merge and I began using the computer to record and make music.

One day in 1997 I was reading the latest news on insidemacgames.com and there was a post about the next game from Brian Greenstone. He had announced that his next game was going to be freeware and because of it he asked if there were anyone interested in helping out making graphics, music and such. I had no clue at all about how/what to do in terms of music for a game, but I figured I should at least mail and offer to help out. I got a positive response and for the next couple of months we sent emails back and forth. Brian sending new builds and I sent my attempts at making music for it. As this was in 1997 it took time to send or receive an email with a large attachment, as much as 30 minutes. Always with the risk of the dialup connection breaking. Tough times. In the end I only did one track, the one used for the menu. Regardless, I had gotten my first taste of working with some actual game development.