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The Team

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We have worked together since 2009 but our journey goes a long way back. Andreas started making his own VFX - heavy games back on the C64, while Magnus was an active artist already since the Amiga demo scene. Natalie brings in a strong skillset from traditional painting and cinematography blended with realtime VFX while Phil comes with a long experience from the high end cinema industry.

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Andreas Öberg

 

  • 25 years experience

  • 20 games

  • Lead VFX for 7 games


Artistic VFX visionary and designer of all particle technology for all games worked on. Started out with VFX on Commodore 64 and has worked both as a programmer and artist.​

Visual Forest

  • VFX Director

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Rare

  • Lead VFX on Sea of Thieves

  • Vendor for Sea of Thieves

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Other Games

  • 3 Unannounced Games


Avalanche Studios  - Associate Art Director and Lead VFX

  • MAD MAX (2011-2013)


Codemasters -  Lead VFX

  • Dirt 3

  • Formula 1 2011

  • Formula 1 2010

  • Operation Flashpoint: Red River

  • Bodycount (assisting)

  • F1 Race Stars (pre/mid production)

  • Grid 2 (pre production)


Io Interactive -  VFX, 3D Tool Developer and Lead Engine Support

  • Hitman 5 - Absolution

  • Kane & Lynch 2: Dog Days

  • Mini Ninjas

  • Kane & Lynch: Dead Men

  • Hitman Blood Money

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Fusion Wave Design - Founder

  • Chaos

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Recommendations

Nathan Fisher - Senior Art Director Natural Motion

"Andreas is one of the best Lead VFX artists that I've had the pleasure of working with. His analytical yet creative approach to VFX was very refreshing whilst still delivering high quality effects. A very passionate and commited Artist, always striving to deliver AAA quality in every aspect of his work. I sincerely hope we have the opportunity to work together again in the future. "

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Peter Ridgeway - Senior Director of art King

I was lucky enough to work with Andreas during his time at Codemasters. He quickly built a reputation within the company as a very proactive artist, able to distil art requirements and technology limitations into concise areas and tackle them systematically, the organisation and drive he brought to the Vfx team during his time was remarkable. I highly recommend Andreas and would absolutely love to work with him again in the future, He's easy to get on with and a great person to have on a development team, well-liked by art and Code in equal measure.

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Martin Bergquist - Art Director Mad Max

Andreas worked with me on Mad Max as lead VFX Artist and associate Art director. He was one of those persons you always wish you had in your team, Quality high driven, easy going and very hard working. He has a strong artistic eye with the unique combination understanding and being able to push the technology forward to reach the artistic goals.

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Various

  • BBC Blue Planet Live camera and post production.

  • 1st price Winner of Wildlife Photography Monochrome Awards 2019

  • Publisher of two research papers in mathematical physics: Lund Technical University

  • Created possibly the first auto 3D destruction tool (for 3ds Max)

  • In charge of reference filming and photography at Mad Max film location

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Magnus Anteroinen

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  • 27 years experience

  • 20 game projects
     

With his long experience doing AAA games, there are few effects that Magnus cannot handle. His favorite is top-of-the-line action effects: explosions, fire, storms, water, weapons etc! He has worked both in ultra realism as well as more stylized games.​

​Rare: Microsoft

  • Sea Of Thieves  (XBOX ONE, Windows 10)

 

Other Games

  • 3 Unannounced Games

 

Avalanche Studios

  • Just Cause 3 (PC, PS4, XBOX ONE)

  • MAD MAX (PC, PS3, PS4, 360, XBOX ONE)

  • Unannounced game

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Codemasters

  • Colin McRae DIRT 3 (PC, PS3, 360)

  • Operation Flashpoint: Red River (PC, PS3, 360)

  • Formula 1 2010 (PC, PS3, 360)

  • Formula 1 2011 (PC, PS3, 360)

  • Bodycount (PC, PS3, 360)

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Grin

  • Terminator Salvation (PC, PS3, 360)

  • ​Wanted: Weapons Of Fate (PC, PS3, 360)
  • Bionic Commando (PC, PS3, 360)

  • Bionic Commando: Rearmed 2 (PC, PSN, XBLA)

  • Bionic Commando: Rearmed (PC, PSN, XBLA)

 

Amuze

  • Headhunter 2: Redemption (XBOX, PS2)

  • Headhunter (Dreamcast, PS2) 

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Recommendations:

Henrik Öquist - Lead VFX Grin

"I was Magnus's lead on Terminator Salvation, a PhysX patch for the same game and two unannounced projects at Grin. Magnus is a solid effect artist who always delivers what he promises, surprisingly often even ahead of schedule. I'm really impressed by his efficiency and his economical and smart use of particles in visual effects. Often achieving good visual results using way cheaper particle effects than I would've thought of. He is hard-working, easy-going and has a great love for effects and games. I really wish we would've had the opportunity to keep working together longer."

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Various

  • Portrait and nature photographer

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Natalie Öberg

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  • 14 years game experience

  • 7 game projects

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  • Specialises in complex animated textures: both drawn and simulated in Houdini FX

  • Slow motion Red Helium 8K expert for animated textures: fire, underwater, smoke etc

Rare: Sea of Thieves

  • VFX artist, creator of nearly all vfx textures in the game as well as many key effects such as for the kraken monster, ghost ship, burning ships and ocean spray


Avalanche Studios: MAD MAX

  • Key artist responsible for making all the skies and weather textures for the game

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Other Games

  • 3 Unannounced Games - VFX

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Recommendations:

Oskar Blomberg - Technical Art Director at Avalanche Studios

"I had the pleasure of working with Natalie in the production of an upcoming AAA game developed by Avalanche Studios. Natalie was always very dedicated to her work, learning new tools with ease, traveling the world to photograph sky material during the most uncomfortable working hours and with a minimum amount of guidance needed. She always put in those extra hours to meet our deadlines with a big smile! Natalie's artistic skills proved to be very valuable when it came to finalizing all content and manually filling in the gaps. The end result speaks for itself - some of the most beautiful sky domes in the industry! Natalie has a can-do-attitude and spreads a positive vibe among her co-workers. I would recommend Natalie to any team in need of a multi-talented photographer, filmmaker or 2D artist. "

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Various

  • BBC Blue Planet Live Shotover and Red Digital Cinema camera assistant, blue whale sequence

  • Award winning photographer

  • Matte painting for Digital Domain Mad Max trailer

  • Publisher of research paper "Physical work environments for creative human resources with example of digital artists"

  • Published illustrator

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Phil Pendlebury

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  • 5 years working in AAA game development

  • 9 years background in high-end cinema VFX pipelines and processing

  • Works in all aspects of Real-Time games, CG and compositing using tools like Unreal, Houdini, Maya and Embergen.

Phil joined Visual Forest in 2022 after nearly a decade in Film VFX culminating as Technical Resource Manager at DNEG London, where he managed all project utilisation of render farm and server infrastructure. Over this period he worked on 50+ high-profile films including Ex Machina, Avengers: Infinity War, Star Trek Beyond, The Dark Knight Rises, Interstellar and Tenet. He collaborated closely with CG Supervision, FX, 3D, Lighting, Engineering, Motion-Graphics and Virtual Production teams to optimize cross-departmental resource workflows and operationalized best practices across global teams. This included working onsite in Canada to train Vancouver’s I/O department on client-facing procedures, data management, and color science integration.

Over the past 5 years, he has increasingly specialized in cutting-edge real-time VFX in AAA games using Unreal Engine, Unity and proprietary in-house engines, leveraging his deep cinema pipeline expertise to address modern game development challenges.

His academic background in 3D Computer Animation (MA, Bournemouth University) directly informed his technical approach to computer graphics, real-time rendering, compositing, and asset workflows providing the foundational skillset and pipeline literacy that enabled his seamless transition from high-end cinema to real-time game development.

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Freelance

  • 2D/3D artist

  • Teacher in 3ds Max, Maya, ZBrush

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Rare

  • 3D Artist (modeling, texturing) for Rare in 2008-2009

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Education

  • Bournemouth University. MA. 3D Computer Animation

  • Degrees in Illustration Falmouth University

 

Various

 © 2026 ParticleMatter Ltd trading as Visual Forest

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