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Portfolio
Welcome to my portfolio. Here you’ll find a selection of my work. Feel free to explore the projects


Fruteira CS2 Level
Fruteira is a tiny map, the maps allows for sneaky playstyles, loud rush mentality,The map is adapted for Hyper Quick Rounds, The map is perfect for 1v1 , 2v2, and max 3v3
The Map consists of a three floored house with a backyard turned A site, 2nd floor bedroom with a balcony to 360 from. Bedroom Staircase up to the rooftop to snipe camp or jump from. 1 & 2nd floor exit to pharmacy and Roman statue that paths to A, Opposite of A is a new bikeshop with bikes...
The Map is a work In progress
The Map consists of a three floored house with a backyard turned A site, 2nd floor bedroom with a balcony to 360 from. Bedroom Staircase up to the rooftop to snipe camp or jump from. 1 & 2nd floor exit to pharmacy and Roman statue that paths to A, Opposite of A is a new bikeshop with bikes...
The Map is a work In progress


Doom - Custom Map
This is a Custom Map for Doom Eternal, I'm working with id's tech 7 to mod doom eternal, The Custom Map is a linear singleplayer map with multiple encounters, Traversal and Obstecles,


Fallout 4 Mod
Step into New Atomic Hotels, a custom made level designed to showcase atmospheric storytelling and combat encounter design.
Setting: A decrepit pre-war hotel with
Dark, ominous lobby with crumbling architecture.
Stairways connecting the floors.
A destroyed apartment, rich with environmental storytelling.
Features: Detailed set dressing with furniture and static objects to create a lived-in, immersive atmosphere.Strategic lighting to enhance mood and player tension.
Gameplay: Dynamic encounters with lurking enemies: feral ghouls and raiders.
This level is made in Fallout 4's Creation Kit, blending design, atmosphere, and engaging gameplay into a cohesive experience.
Setting: A decrepit pre-war hotel with
Dark, ominous lobby with crumbling architecture.
Stairways connecting the floors.
A destroyed apartment, rich with environmental storytelling.
Features: Detailed set dressing with furniture and static objects to create a lived-in, immersive atmosphere.Strategic lighting to enhance mood and player tension.
Gameplay: Dynamic encounters with lurking enemies: feral ghouls and raiders.
This level is made in Fallout 4's Creation Kit, blending design, atmosphere, and engaging gameplay into a cohesive experience.


Baldurs gate 3 - Cavern Mod
Using Baldursgate 3 Modding toolkit, I made a custom cave, I setdressed and assembled the level with baldurs gate 3 assets, and designed the interior to accomadate an enemy encounter with emphasis on elevation and creating a intresting cave setting


Presidential Plane CS2
This is a custom map remake of Rainbow Six Siege's iconic Presidential Plane map, I remade the map with source engine 2, I wished to recreate the maps tension and tactical level design with Source 2.
Project Duration 2 Weeks
Project Duration 2 Weeks


Divinity Orignial Sin 2 Map
This is a Divinity Original Sin 2 Level for Game Master Mode, It was made with the Divinity Engine 2 using the level editor.
Project Duration : 1 week
Project Duration : 1 week


Isometric Blockout
This is a Isometric Level blockout of a harbour town, in this level i wanted to improve my isometric level design skill and explore a creating levels for differnt perspectives


Untitled Skeleton Game
Untitled Skeleton Game, is a comedic skeleton game where a skeleton runs through a hospital collecting organs and unlocking new mechanics and using those to solve puzzles.
Team size : 13
Duration : 7 weeks
Unreal engine
Team size : 13
Duration : 7 weeks
Unreal engine


Caves, Shrooms & Crystals
In Caves, Shrooms & Crystals you play as a skeleton looking to eradicate the mushroom infestation that has taken over the crystal caves in a mix of gun play and platforming. Find chests to get powerful items or buy them directly from the store that is at the end of every level to help you get further to the deepest parts of the caves.
Caves, Shrooms & Crystals is a GP4 project at Futuregames, with the theme *ecosystems*.
I was responsible for Tutorial Level and Level 1
Caves, Shrooms & Crystals is a GP4 project at Futuregames, with the theme *ecosystems*.
I was responsible for Tutorial Level and Level 1


Cyberpunk 2024
Cyberpunk 2024 is a project that showcases a exciting cyberpunk level design, with action taking place high up along skyscrapers and rooftops. In the game, players will navigate as a mercenary trying to deliver a valuable asset while encountering resistance from cyber security.
Responsibility Level Designer and Gameplay Designer
Duration : 3 Weeks
Unreal engine
Responsibility Level Designer and Gameplay Designer
Duration : 3 Weeks
Unreal engine


VR Interactive Story
a VR Interactive Immersive Experience made in unreal engine with metahumans, This VR experience is a part of my production course at Immersive experience at Futuregames VR/AR , This experience is a cinematic experience where the player watch the experience outfolds in from of them in VR, the player can control the flow of the experience with a Pause and Play mechanics.
Responsibility Technical Design & Level Design & Cinematic Design
Duration 2 Weeks
Unreal Engine
Solo project
Responsibility Technical Design & Level Design & Cinematic Design
Duration 2 Weeks
Unreal Engine
Solo project


Alleyway CS2 Map
Alleyway is my Counter strike 2 custom map made with Source Engine 2, Its for Casual, Competitive defusal and team deathmatch. This map contains 3 Bomb sites and networks of alleys to navigate from each site to the next, thus inspiring the name, This map is also WIP and one of my first source maps,
Project Time : 2 -3 Weeks part-time
Project Time : 2 -3 Weeks part-time


Lighthouse Level
This lighthouse level blockout takes place on an isolated archipelago, where the player explores clusters of small rocky islands leading to a deserted lighthouse. The player navigates through the eerie, fog-covered terrain, using a flashlight to reveal hidden paths and explore the abandoned lighthouse interior.
The focus was on creating the layout and flow of the environment, ensuring intuitive exploration. Additionally, I crafted cinematic scenes and sequences to heighten the tension and atmosphere, guiding the player's experience as they uncover the mysteries surrounding the lighthouse.
Project Duration ; 1 Week
The focus was on creating the layout and flow of the environment, ensuring intuitive exploration. Additionally, I crafted cinematic scenes and sequences to heighten the tension and atmosphere, guiding the player's experience as they uncover the mysteries surrounding the lighthouse.
Project Duration ; 1 Week


Hello Arctica VR
Hello Arctica is a casual VR rail shooter, adventure game where you throw snowballs at penguins in the arctic. My responsibility in this project where Level design & Animation and Production,
Development :
I prototyped the first blockouts in Vr using ShapeXR, Imported the blockout to unity and finished the level in unity. Iterated on the level designs until I was satisfied,
I helped the Artist Set dress the level, Most of the assets where with Gravity Sketch and ShapeXR & blender.
I worked on the Enemy's state machine animation in unity.
I helped the team with the project management helping with scope, tasks and scrum.
Project Duration : 6 Weeks
Team size : 5
Unity
Development :
I prototyped the first blockouts in Vr using ShapeXR, Imported the blockout to unity and finished the level in unity. Iterated on the level designs until I was satisfied,
I helped the Artist Set dress the level, Most of the assets where with Gravity Sketch and ShapeXR & blender.
I worked on the Enemy's state machine animation in unity.
I helped the team with the project management helping with scope, tasks and scrum.
Project Duration : 6 Weeks
Team size : 5
Unity


Cold Silence
This project is my degree project inspired by The Thing (1982), created with the goal of delivering a highly polished, narrative-driven level design experience rooted in suspense and horror. The prototype blends immersive gameplay with cinematic storytelling to capture the tension and paranoia that defines the franchise.
Throughout development, I focused on enhancing my skills in narrative design, level pacing, cinematics, and AI-driven encounters—with the goal of crafting a nuanced, engaging experience that maintains player immersion and emotional investment. This project pushed me creatively and technically, especially in the horror/thriller genre, and helped me grow my process for designing meaningful and suspenseful gameplay moments.
Project Duration 8 Weeks,
Responasbilities Level Design, Narrtive and Gameplay,
Throughout development, I focused on enhancing my skills in narrative design, level pacing, cinematics, and AI-driven encounters—with the goal of crafting a nuanced, engaging experience that maintains player immersion and emotional investment. This project pushed me creatively and technically, especially in the horror/thriller genre, and helped me grow my process for designing meaningful and suspenseful gameplay moments.
Project Duration 8 Weeks,
Responasbilities Level Design, Narrtive and Gameplay,


Mirage Rush (Mobile)
Mirage Rush, an extreme sports third-person mobile game that thrusts players into the thrilling world of sandboarding. Set in diverse desert landscapes, players race against each other and the clock, pushing the limits of speed and skill.
Responsibility Product Owner & Level Designer and Gameplay Designer
Project Duration : 4 Weeks
Team size : 17
Unity
Responsibility Product Owner & Level Designer and Gameplay Designer
Project Duration : 4 Weeks
Team size : 17
Unity


JIM N JAM
A sewer platformer , Jim N’ Jam is a third person 3D narrative-based platformer by students at Futuregames in their first game project. It is targeted towards enjoyed by anyone who likes platformers
Project Duration : 3 Weeks
Team size : 13
Unity
Project Duration : 3 Weeks
Team size : 13
Unity


Virtual Production TV Show : Gissa Vem
A Virtual Production TV Gameshow for National Swedish Television SVT for Finnish & Swedish viewers, part of my Internship as Technical Designer / production assistent working with virtual production.
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