
GROUP PROJECTS


Summary
SoulMates is a cozy topdown mobile puzzle game where the player has to unite two separated lovers.
The game had many mechanics and features in it, so it was important for us as level designers to first teach these in a clear and simple manner, and later gradually combine them and to increase the difficultly.
The game won The Game Assembly's Game of the Year 2024 and Google Play's School GOTY 2024. Judges from the industry praised our level design by how it naturally taught the the players new mechanics and was the right amount of fun and challenging.
Project Breakdown
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Made at The Game Assembly
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Made in 6 weeks halfspeed
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Engine: Unity
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Responsibilities
- Level and Game Design.
- Set Dressing.
- Communicating between all the disciplines. -
Awards:
- The Game Assembly GOTY 24
- Google Play's School GOTY 24
Elevator Exit
Summary
Elevator Exit follows the main character Mel tired and on their way home for work. They arrive at their apartment complex and step into the elevator to go to their apartment, but soon they realize that their way home in the elevator is not as smooth as usual and the elevator has taken them to other places than expected
In this project I did the sound design and was the lead over the sound and music, in which I communicated with the sound/music team and the other disciplines.
The Sound design was commended for fitting the games cozy atmosphere well.
Project Breakdown
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Made in Skövde University
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Made in 8 weeks
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Engine: in Unity
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Responsibilities
- Lead Sound Design.
- QA.
- Communicating between all the disciplines and leading the sound designers and musicians. -
Awards:
- Nominated in Swedish Game Awards 21 for best Game Design and Story.
The Flame Within
Summary
Guide Izel, a young Aztec girl, in her quest to save her father's soul from the god of death and his henchmen. With the assistance of the goddess of rebirth, she gains magical abilities in the form of relics that grant new mechanics to the player, helping to navigate the treacherous environments.
In this project I made the second level out of a total 3 levels, where I introduced the player to the double jump ability and formed my jumping puzzles this. In this project it was very important for us to represent the Native's of South America with respect and accuracy. A great deal of research went in to getting the setting and story to mach with the Native Maya's beliefs and culture.
Project Breakdown
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Made at The Game Assembly.
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Made in 10 weeks halfspeed.
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Engine: propitiatory engine.
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Responsibilities
- Lead Level and Game Design.
- Set dressing.
- QA.
- Communicating between all the disciplines, if other disciplines regarding, story, level and game design they would go to me.
Little Red Adventure

Summary
Little Red Adventure is a short puzzle adventure where you push, pull and jump through the magical forest in your search for Grandma.
You are seven years old and the world smiles upon you. But this morning, it feels different for some reason. You agree and venture into the forest, with only food for Grandma and your trusty Riding Hood. Your mom's advice and grandmothers letter echoing in your mind...
Project Breakdown
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Game Jam
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Made in 4 days
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Engine: in Unity
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Responsibilities
- Sound Design.
- Communicating between all the disciplines.
Gates of Valhalla
Summary
Venture on the last voyage across the mythical northern seas and reach the legendary gates of Valhalla!
Gates of Valhalla in an semi endless runner with two levels. I made the first and it takes place in a fjord environment. The player has to avoid obstetrical, large kraken arms and falling icebergs.
Project Breakdown
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Made at The Game Assembly
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Made in 4 Weeks halfspeed
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Engine: in Unity
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Responsibilities
- Level, Game and Sound Design.
- QA.
- Communicating between all the disciplines.
Landfisk
ZOMB-E
Summary
ZOMB-E is a first person horde shooter currently being worked. It takes place in a robot factory where the player has to survive waves of robots attacking them, while they try to find a way to escape. The game is inspired by the Call of Duty games Zombie mode.
The level has two zones, the factory and the warehouse, I made the ware house area. When creating the warehouse it was important to get the flow correct, since it is important to not trap the player when they are running away from enemies. It was also important to give the player many option on how to play the game, so I included different ways, weapons and power up for them to choose.
Project Breakdown
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Made at The Game Assembly
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Made in 16 Weeks halfspeed
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Engine: propitiatory engine.
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Responsibilities
- Level and Game Design.
- QA.
- Communicating between all the disciplines.
Summary
As Fisherman, use your special lures to defeat fanatic sea creatures that have crawled out of the ocean. Travel with your boat between three islands, solve puzzles and catch their holy cod to send them back to the depths.
The game is a Diablo-like with a fixed camera, so it was important that as a designer that I made my level clear to the player and led them in a natural way, as not make the level feel like a single long corridor. I incorporated level loops, rewarding vistas, side scenes, soft and funnel before reveals to make the level interesting to play through. I made the last level and had to design around the player knowing all the mechanics, which was both challenging and fun.
Project Breakdown
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Made at The Game Assembly.
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Made in 7 weeks halfspeed.
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Engine: propitiatory engine.
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Responsibilities
- Level and Game Design.
- Set Dressing.
- Communicating between all the disciplines.