* level design project 001
* level design project 001
* level design project 001
* level design project 001
CONCEPT
CONCEPT
ADDITIONAL PROJECTS
WOODLAND GROVE
UNREAL ENGINE
MAYA
QUIXEL
4 WEEKS
SOLO PROJECT


3D ENVIRONMENT
The concept I went with was a calm autumn meadow with a small stream and some houses.
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I wanted the night version of the scene to be slightly spooky but I tried to keep the calm and cozy feeling for that aswell.
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3D ENVIRONMENT
Shaped the terrain and added foliage through Quixel.
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3D MODELING
Modeling and UV-mapping meshes in Maya that were modular, so I could build different buildings with it in Unreal.
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BLUEPRINT SCRIPTING
Flickering torches lighting and effects scripted with blueprints.
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VIBE CATCHER
UNITY 2D
C#
JSON
8 WEEKS
GROUP PROJECT (6)
MOBILE GAME LEVEL DESIGN
This assignment was to make a mobile game from scratch following different criteria. The team of 6 all had different roles but did a bit of everything in the project.
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I assigned myself the role of the main level designer.
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DESIGNING & TESTING
As the projects main level designer, I was responsible for creating, testing and refining 16 out of 20 stages.
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DIFFICULTY PROGRESSION
Making sure that the player feels a difficulty progression throughout the experience. Creating both easy and hard variants of the different levels and introducing new mechanics in a steady flow.
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JSON AND LEVEL EDITOR
By working in our self built level editor created by one of our programmer, I learned how to work efficiently with JSON files.
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ViBE CATCHER is available to download for free on Google Play HERE!
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RUINS OF RECLUSE
UNTIY 2D
C#
ASEPRITE
5 WEEKS
SOLO PROJECT


2D LEVEL DESIGN
A school project that I kept working on. The assignment was to create 2 levels for a 2D-platformer and introducing new mechanics.
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I chose to keep working on the project, creating 2 additional levels and a bossfight. To make the game feel more complete, I focused on juice like particle effects, animations and more varied sound effects.
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IDEA - LEVEL MAP - FINISHED LEVELS
Creating a polished 2D experience by writing a dramaturgical script, planning a level map and refining the levels into a 4-level game with an increasing difficulty.
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PIXEL SPRITE ART
Most of the tileset were provided by Penusbmic, although I drew additional pixel art for different sprites such as pickups, interactable objects and enemies.
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C# SCRIPTING
Scripting events to create memorable moments. This includes a moment where the player picks up a sword, a working bossfight and a state based enemy falling from the ceilings.
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PARTY PAWS
GAME JAM ENTRY
UNITY 2D
C#
2 DAYS
GROUP PROJECT (4)
A BIT OF GAME DESIGN & POLISH
This project was made for an optional game jam at Stockholm University and was made by Martin Cervell (Audio/Programming), Emil Lundström (Programming), Tova Wesström (2D Art/Art direction) and me (Game design/Polish). We had a lot of fun making this rhythm party game for 2-4 players!
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The theme of the game jam was "Wholesome Overload Rewards a Lifelong Duet" (WORLD)
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There already was a clear game idea once I joined the project, so I helped making the game design more clear while also helping out with some juice and polish.
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GAME LOOP & FLOW
Making flowcharts for the general game loop as well as contextualizing the game flow with a visual representation. Helping out brainstorming the point system
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PARTICLE EFFECTS
Utilizing the art assets to create some satisfying particle effects for the celebration win screen
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SCRIPTING A SPLASH SCREEN, SCENE TRANSITION & WIN SEQUENCE
Making a fun and silly splash screen & scene transition using co-routines. Placing elements and particle effects for the celebration win screen
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SHOWCASING THROUGH A TRAILER
Getting and editing footage for a trailer for the game. Making sure the game's musical nature and gameplay is represented in a lighthearted way. Made with Adobe Premiere Pro
WON ~BEST GAME~ AT STOCKHOLM UNIVERSITY GAME JAM AUTUMN/WINTER 2023



