Björn Johannessen
A line of kilns, each puffing a different pastel color of smoke, rings
Game Designer Björn Johannessen’s puritanoid
character. “The disco smoke –
that’s probably not going to be there in the final
version,” he jokes. Björn is showing me a brick
production chain in
Salem,
his nascent studio’s second title, and the first done as a
professional project, complete with funding and a fearless publisher,
Paradox Interactive.