Home

Simply, Designer


My repertoir has consisted of Level Design, Scripter and Narrative Design and currently Associate Design Director. All in all I have always leaned towards flow and pacing in games which naturally led me into finding my place in Level Design.


I strive to help out the team and colleagues the best as I can and am eager to learn as much as possible for the cause. My role has taught me a lot technically, creatively and verbally. It is a great joy for me to teach and help others.


Disclaimer


Apologizes for how extremely old this portfolio is in this time and age. The intention is for it to get a face lift when time allows for this. Please check my LinkedIn for latest information or contact me directly.

Unannouced game

A44Games: Continued my work as the Lead level designer at A44 after our collaboration, eventually stepping into an Associate Design Director role.

Star Wars Jedi: Fallen Order

Respawn: Narrative Designer on Star Wars Jedi: Fallen Order. Responsible for collectibles (Echoes and Scans).

Wolfenstein: The Old Blood

MachineGames: Directly after Wolfenstein: The New Order I carried on with Wolfenstein: The Old Blood. All the way with polish and shipping in spring 2015. January 1 2015 I got the title of Senior Scripter

Flintlock: The Siege of Dawn

Shapefarm: Outsourced to A44Games to help finalize Flintlock: The Siege of Dawn as a lead level designer with 4 reports. Primarily management and review responsibilities.

Anthem

BioWare: Working at the main BioWare branch in Edmonton, Canada as Level Designer. Responsible for narrative flows in the main hub Fort Tarsis.

Wolfenstein: The New Order

MachineGames: After Syndicate 2012 I moved on to MachineGames with the same title, Gameplay Designer/Scripter. From middle of production all the way until finalizing the game in 2014


Unannouced game

Shapefarm: The studio's first level designer and later Lead Level designer with up to 6 reports. Working for an unannounced game outsourced to a Japanese studio setting up pipelines, workflows and reviewing content.

DOOM

MachineGames: Extended scripting help to id Software from the MachineGames studio in Sweden for a couple of months on DOOM

Syndicate

Starbreeze: Started as scripter intern winter 2008 at Starbreeze Studios and carried on with employment as Gameplay Designer/Scripter. Worked on it all the way until shipping in 2012