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. 

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 1 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 100 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. The platform uses its own engine built in the app itself, making anyone into a game developer. In total, I have created 6 games that have been played over 1000 times. (Early access in Finland and the Philippines) 

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?​

 

level & narrative designer

Miniman was a project consisting of 3 total team members.

We were tasked with creating a game inspired by "unravel" witihn two weeks using unreal engine 4.

You play as a mini construction worker with the task of fixing

 machines the normal sized humans broke during the day.

You posses the powers of cable swinging, pushing objects and manipulating gravity to your advantage in order to platform your way through the game.

 

I was in charge of creating the office where the game starts, and the storage room where the game ends. I wanted to add some horror elements to the game, so I wanted to play around with the mannequins.

 

level, system, audio & narrative designer

Space horror was a one week level design project that I created by myself using unreal engine 4.

My inspirations for the game were Dead Space and System Shock. Because of the limited amount of time that was given, I knew what I wanted to create and how.

 

I wanted to make an enviroment scary yet intriguing enough for the player to explore it, while being able to process the vivid imagery and conducting there own narrative on what could have possibly gone wrong on the space station. 

Enemies could be added in the future, hence why I created a weapon and health system. 

level designer

Ruins was a team project consiting of 3 members using unreal engine 4 with a 2 week time period.

In this level design course the object was to create 5 areas of intrest for the player to capture photos of. We used platforming to our advantage to create the sense of scope of the areas you will be visiting. 

 

I created the ruins as seen on the video and pictures on artstation. You had to traverse from a castle, to a flooded village and ultimately to the ruins. 

level, system, audio & narrative designer

Top down was a solo project lasting two weeks using unreal engine 4. I always want to challenge myself and try new things so trying a top down perspective made the most sense. We had to make two levels with means of teleporting to the other level. This was the first project wear mulitple npc´s are present with animations with the idea of them giving quests. 

 

The player has to find collectibles in order to win, failing in doing so prompts a retry. The game has two distinct levels, one being more of the players hometown while the other gives a feeling of adventure.

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.

project manager - lead level designer

Hell of a time was my first group project consisting of 8 members using unity for 2 weeks. I also worked as the narrative designer on the game.

 

You´re a Battle Angel from Azura sent down to Earth to eliminate Satan's minions from taking over. Shoot your way through the horde of enemies with your Holy Cannon or slice them with your sword named “God´s Embrace”. Run and Jump your way as you navigate past traps of the world while racking up scores by killing, collecting skulls and staying alive for as long as you can.

 

 

level, audio, system & narrative designer

Asylum was my first ever project and the one that got me into futuregames as a game designer. I taught myself to use everything within unreal engine to create the experience I wanted to create. I am still working and expanding on the level always adding what new information I have learned to make this project better. From the start I wanted to make a first person horror game and I have stuck with it, finding little nuances to create a more horrofying experience with more story, more enemies and even adding more locations to the existing one.