For years I've been a Level Designer on this massive AAA project, developing numerous key locations. When NDA permits I'll share more.
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I've implemented NPCs that blend seamlessly between AI Behaviour and PCAP scenes. When NDA permits I'll share more.
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I've been a part of developing some absolutely awe-inspiring environments. When NDA permits I'll share more.
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I've designed areas optimized for both stealth and combat. When NDA permits I'll share more.
I've designed Environment Puzzles. Our mutli-tool is just one of many mechanics. When NDA permits I'll share more.
Can't wait for the world to experience this game and all the things we've yet to show.
ABOUT
Visual & Gameplay-driven designer with an eye for readability and flow.
I help to create a positive atmosphere, focused around curiosity and collaboration.
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ROAD TO GAME DEVELOPMENT
Grew up with "gamer parents", and started to build efficient towns in Age of Empires at a very young age. I've always had a passion for Maps & Storytelling.
World of Warcraft, Assassin's Creed 2 and Witcher 3 sparked my curiosity for world-building and design in games. However I graduated as a Firefighter, and worked five years in ER Administration, before I found out that Level Design was a viable career.
Sparing no time I applied to The Game Assembly, a vocational education in southern Sweden.
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DESIGN EDUCATION
At The Game Assembly I was part of developing 11 game experiences (3 Game Jams). This earned me a Level Design position at Cloud Imperium Games.
Now I'm living the dream, with my wonderful fiancée and our cat, improving as a Designer with each sprint.
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MY DESIGN PILLARS
MECHANICS
Gameplay-driven; Mechanics and flow fuel my design.
READABILITY
Deliver stunning vistas and readable environments.
NARRATIVE
Story development and Mission design are major passions of mine.
FEEDBACK
Seek feedback to improve my design.
TEAMWORK
Developing games is a team effort!
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