I like to create worlds and levels that are immersive and are as rich as possible for the best user experience. Being a very creative person, I want to showcase that through creating a world the player wants to explore. When creating worlds and levels I have a clear vision for what it is I am creating, what I want the player to feel and how the story behind them resonates with the player. The levels are fun, filled with environmental story telling and engaging.

Below are links to the projects I have worked on with videos and descriptions.

On artstation you will find a more in depth explanation of my thought process and pictures of my work from start to finish. Each project has its name with pictures located below along with some extras. 

cyber slash

Level, system, combat, audio, & narrative designer - ue 5

COMING SOON!

Silent death

Level, system, combat, audio, & narrative designer - ue 5

COMING SOON!

bodycam game

Level, system, combat, audio, & narrative designer - ue 5

With the recent rise of found footage and bodycam games, I decided to make a survival horror game using bodycam footage. It´s an open world with over 50 houses you can explore, a fog littered town where you must find answers, killing skin walkers, completing quests and staying alive. I recently added a main menu prototype into the game that´s similar to The Evil Within. The game features multiple weapons, a sanity meter, scary enemies, and secrets for the player to uncover.

stylized game

Level, system, combat, audio, & narrative designer - ue 5

You play as a half human, half cyborg character with his trusty robot companion. Your job is to travel to different dimensions and worlds to collect bounties, and pay off your debt. You will travel through the past, future, alternative and of course, the present. With multiple locations and enemies, this game is unlike any other you have seen before. In this game I also took it upon myself to dive in deeper into the world of cutscenes.  

horror project

Level, system, combat, audio, & narrative designer - ue 5

This Horror project has been in development for awhile and seen major changes over time. I wanted to create something unique, add some time alternating abilities in a horror game. They are used to solve puzzels, get away from enemies, reach areas that weren´t available or weren´t there in the first place. Environments and enemies change depending where, and what ability you use. You wake up in prison with your main goal of getting to a secret lab in the basement of a mansion. Why? Well that´s for you to uncover.

mobile games

internship - lead game designer

During my internship, I have successfully created 27 games and/or prototypes, levels and templates for the platform HypeHype, Assembly 2023, Game Jams and for the marketing team. My responsibilities where to create, manage and develop games for the users. I was in charge with Level, Narrative, Audio, System Design, Development, and Animations. I had the most trending game on the platform (HypeHype has over 2 million downloads) for two weeks with my first horror game (Winston Hotels). I had the most remixed game for two weeks and was in the top 10 for 7 weeks straight (same as stitch on TikTok) with over 380 remixes. I created a platforming game for Assembly Summer 2023, making it my third game reaching top 1, 2 & 5 for 2+ weeks, garnering over 23k players within 5 weeks with a total 55.1 thousand players and counting. The platform uses its own engine built in the app itself, making anyone into a game developer. In total, I have created 13 games that have been played over 1000 times.  

opera house

multiplayer map with bots - ue 5

Opera House is a multiplayer map for a first person shooter game that supports bots. Opera House was a free asset on the UE Marketplace that I took the liberty of expanding upon. I find the setting to be interesting and could see the potential of it being a multiplayer map. It features three lanes, one leading the players inside the house, while the other two takes you around, gaining access to three different paths. There´s access to the boxes for snipers or close quarter combat on stage. Currently in development, but the video shows the maps capabilities.

tokyo station

multiplayer map with bots - ue 5

Tokyo Train Station is a multiplayer map for a first person shooter game that supports bots. I love maps that offer the players versatility. It´s one of the maps where I experiment with Chaos Physics. It gives the players the freedom of removing cover, or creating cover. The map offers players a large vareity of ways to play. You can go through the service tunnels into the plaza, from the main street to the plaza, inside buildings on the street, fight on the streets or on the train platforms where from time to time, trains will pass, killing anyone on the tracks. Currently in development, but the video shows the maps capabilities.

wild west

multiplayer map with bots - ue 5

Wild West is a multiplayer map for a first person shooter game that supports bots. This map offers the most vareity of them all. Fast paced action by using the carts to zoom around, multiple buildings with destructible walls and windows, five lanes, tight angles, corridors, multiple flanking positions, and space for snipers. I wanted to break free from the "traditional" three lane map offerings when I created this map. Making sure there´s a little something for everyone to enjoy. Currently in development. 

degree project

Level, system & combat designer - lead audio & narrative designer

I was a part of a team of three designers for a total of 10 weeks working on an open world RPG set in medieval times that drew inspiration from the likes of, Assassins Creed, Ghost of Tsushima and Skyrim. I was the Narrative/Quest Designer, Level Designer,  System Designer, Audio Designer & Project Manager. 

 

I was in charge of writing a cohesive story that ties together with the quests, level design that fits with our systems and story, managing the project to make sure everything gets done on time and keeping the moral of the team high and in good spirits, finding/making sounds with voice acting and the implementation of animations. 

 

How does this project stand out from the rest? Combat is Magic based solely, more information down below.

 

 

lead narrative & audio designer - level designer

Ballistic Hamsters was my forth game project and second project using Unreal Engine 5. I was the Level/World designer, Audio designer and the Narrative designer. Ballistic Hamsters is a 3rd person arena shooter with a heavy emphasis on movement. You play as hamsters rolling around in rocket launcher wielding balls, fighting in different arenas around the world to prove who is the best on your local LAN. 

 

You can expect to have fun shooting your friends with the help of our hamsters on your local LAN on 5 distinct levels all with different themes.

 

Trailer was done by me.

lead level, audio & narrative designer

Minitaur was my third game project but first project using the new unreal engine 5. My roles during the project consisted of being the level/world designer, audio designer and narrative designer.   

 

Its a fast paced game where you play as a small magician who got transformed into a minotaur with the task of fighting magical creature after magical creature in grandiose arenas.

Before each encounter, you will make a choice on different "what ifs". ​Choices will change how you play and differ from what has been chosen. Can you defeat all the creatures in your path and reclaim freedom?​

 

lead level designer - audio designer

MOVR was a game project consisting of a team of 12 members using unity for 4 weeks.

The game recieved game of the year and best game design nominations at the swedish game awards 2022. (HERE

MOVR is a fast and frenetic driving game about trying to satisfy customers' requests without crashing your car in the process.

 

As the level designer on the project, I had to think about creating the level in a completely different way because of it being my first driving game. Everything has to be created from the view of the car. Props have to be placed so the car can´t squeeze through but at the same time poppulate the city with as much as possible to make it feel alive.