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World Design
+ Game Design

Generation Zero

Systemic Reaction, Avalanche Studios Group

Terrain editing, propping and environmental storytelling using our internal engine and tools. Creating compelling and interesting environments for players to interact with and explore in the massive, open world of Generation Zero.

 

Concepting and designing new features and content, etc.

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Quality Assurance

Generation Zero

Systemic Reaction, Avalanche Studios Group

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Quality Assurance

Warhammer: Vermintide 2 

Fatshark AB

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Game Design

KIDS

Freelance Project for Jubel AB

My first paid gig in the games industry was a promotional browser game for the release of the song "KIDS" by music artist 'Mavrick'. The game was hosted on a server tied to a domain, playable in the browser on desktop, mobile and touch devices.

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Personal Projects 
+ School Projects 

Game + Level Design

MiTOS

Kikimora Games

MiTOS is a puzzle game where you take on the role of an invasive, flesh eating microbe feasting inside the body of a decomposing street rat. Solve challenging puzzles with your multiplying army of microbes and consume everything living in your way!

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Level Design

Nifelheim

Student Project @ Forsbergs Skola

Nifelheim is first person explorative puzzle experience where you take on the role as a kid who enters the mysterious house of a scientist and inventor in order to retrieve your dog that ran into the house and disappeared. Developed in Unreal Engine 4. 

Game + Level Design

Wizard's Way Out

Kikimora Games

Wizard's Way Out is a narrative puzzle game about an underachieving Wizard who falls into a well. Deep underground awaits a forgotten prison, and the only way out is to go through the slumbering guards. With the help of a trusty sidekick you must use your limited telekinetic knowledge to push and pull your way out of the darkness and return to the surface.

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Level Design

The Willful Weapon

Personal Project

Note: This project is a work in progress featuring A LOT of placeholder content. The project has come a long way since the video shown left of here was put together, however, there is still work left to be done before it can be wrapped up.

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This is an ambitious UE4 level design project that I have taken upon myself to hone my LD skills and improve my process. TWW is a FPS demo set in a secret underground facility, with an estimate of 3-4 minutes of active gameplay.

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