Aspiring Level Designer with a background in city planing, industrial- and transport design.Currently studying Game Design at Futuregames in UmeĂĄ.Open for internship/work May 18 -Dec 25 (flexible)

Short course in level design (block-out)A stealth-focused infiltration mission set in a repurposed Norwegian ore mine. The objective: sabotage a critical radar mast to clear the way for an RAF airstrike.Grid-Disciplined Layout: Built with a strict modular "on-grid" approach.Player Agency: Dual-Path layout.Visual guidance: Architecture and lighting that guide the player towards the objective without the need for a mini-map.


School group project (GP3)A narrative puzzle-platformer where shadows are lethal. Players must literally manipulate the moon’s position in the sky to find a safe path through a post-apocalyptic world.Shadow Logic: Designed and whiteboxed complex puzzles based on dynamic light-shifting and 3D spatial reasoning.Narrative Flow: Translated world-lore into a quest-driven layout, bridging the gap between story beats and level geometry.Atmospheric Pacing: Balanced high-tension platforming with quiet, environmental storytelling moments inspired by Journey.
School group project (GP4)A sci-fi twin-stick shooter designed for infinite replayability. In a 7-week sprint, I developed a procedural generation system that ensures no two runs are the same.Modular Room Design: Created a library of "handcrafted" tiles designed to snap together procedurally.Flow & Connectivity: Established the logic for Choke Points and Arenas to ensure the generator produced navigable, high-intensity combat zones in collaboration with the level programmer.

