Professional experience
- Co-Founder | Game Director (Keepsake Games AB September 2021 - Present)
Keepsake is a company that makes games, but more than that we are a group of people who want to have fun while making games together. We want to craft great experiences for the players, but we also enjoy just hanging out.
Keepsake will always have a friendly, inclusive, and relaxed culture.
Working on:
Project Hyperspace
- Lead Level Designer (Hazelight Studio AB November 2014 - September 2021)
Hazelight studios is a studio founded by Josef Fares, film maker and game director of Brothers - A tale of two sons.
Worked on:
It Takes Two
- Credited as Lead Level Designer
* Designed, built and scripted several levels of the game.
* Implemented and networked many game mechanics using AngelScript.
* Participated in the entire production of the game, from the very first idea to the final polish.
* Lead a team of 12 designers throughout the development.
A WayOut - Credited as Lead Level Designer
* Designed, built and scripted several levels of the game.
* Lead a team of 7 designers throughout the development of the game.
* Participated in the entire production of the game, from the very first idea to the final polish.
- Level Designer (DICE June 2013 - November 2014)
DICE is a computer game developer situated in Sweden and is the creator of the Battlefield franchise now owned by Electronic Arts.
Worked on:
Mirrors Edge Catalyst - Credited as additional Level Designer
* Making levels, scripting scenarios and doing mission design. Most notably the mission Prisoner X featured in the final product.
- Level Designer (Starbreeze August 2010 - May 2013)
Starbreeze is a computer game developer situated in Sweden. Starbreeze has a good relationship with all major publishers around the world and a solid lineup
of released games such as Chronicles of Riddick,The darkness and Brothers : A Tale of Two Sons.
Worked on:
Syndicate - Credited as Additional Level Designer
* Designed and built the level "Escape from Los Angeles" featured in the final product.
Brothers - Credited as Lead Level Designer
* Designed and built the layouts for most of the levels in the game.
* Did most of the Kismet scripting, related both to gameplay, cutscenes and more technical things such as level streaming and checkpoint logic.
* Followed the product in all stages from the very first idea to putting the finishing touches.
- Environment artist (University in Skovde September 2006)
At the university of Skovde did I worked a smoke diver simulator; a serious games project. The project was executed using the Source engine (Half-life 2).
* Worked with lighting and general level beutification
* Worked with tight deadlines and reported once a week to project leads
- Artistic consultant (University of Gothenburg 2006-2007)
As an artistic consultant I worked with professor Gunnar Bergstrom to publish his material in a digital format. My primary tasks was layout and image manipulation.
Non-profit experience
- Game Design Writer (Various websites 2009 August - Present)
Published a couple of articles about Game Design and Level Design with a focus on pacing in most of them. Five of them being published on GameCareerGuide and Gamasutra
>> Pacing And Gameplay Analysis In Theory And Practice (Gamasutra Feature)
>> Controlling Pacing Of Core Gameplay Mechanics in Multiplayer Games (GCG.com)
>> Gameplay Analysis: Batman Arkham Asylum (GameCarrerGuide.com)
>> Decadence mod Post Morten (GameCarrerGuide.com)
>> A Method For Pacing Analysis (GameCarrerGuide.com)
- Level Designer (Project 25 2009 February - May)
Project 25 is a singleplayer mod I developed for Half-Life 2 with about 30 minutes of gameplay.
The project proved very successful with over 2000 downloads and was featured in the Belgian magazine PCgameplay.
* Did project planning
* Designed all levels by myself
* Wrote story, voice lines & collaborated with voice actors
* Scripted everything in the levels
* Organised play testing sessions and evaluated feedback
>> Click here to read more about project 25 and watch the developer video
- Leveldesigner / Artist (Decadence 2007- 2009)
A Source Engine based total conversion mod featuring two vs. two multiplayer first person combat set in a postapocalyptic future.
* Collaborated on finding a good level gameplay for Decadence levels
* Created many of the mod's environment models and textures
* Worked with project planning
* Worked with game design documentation
* Followed a product in all stages from the very first idea to putting the finishing touches and release of a game
>> Click here to watch a short introduction to Decadence
- Editor-In-Chief (www.leveldesign.nu 2005-2008)
Leveldesign.nu was a swedish site for amateur level designers.
* Primarily worked with writing articles and tutorials about making levels for the Source engine
* Worked with communications within the staff
Education
- Game Design (Futuregames Academy 2009-2010)
* Earned degree certificate.
- 3D graphics (University of Skovde 2006 - 2009)
* Bachelour of arts degree in media.
Tools
Below are the programs I am very experienced with:
- Unity
- Unreal engine 3
- Unreal engine 4
- Frostbite
- Hammer World Editor
- Photoshop
- InDesign
- Maya
- Visual Studio (C#)
Languages
- Swedish
- English