Oliver Andersson
Game Designer – Focus on Level Design & UX
Crafting engaging worlds & systems that feel intuitive to play

About me
As a game and level designer, I enjoy creating spaces that feel natural and easy to understand for the player, without relying on explicit instruction. I strive to design environments where players intuitively know where to go and what to do through layout, composition, and visual guidance rather than UI prompts.
I place strong emphasis on clear points of interest (POIs) throughout a level to support direction, pacing, and player motivation.
Outside of game development, I enjoy sports, cooking, and spending time in nature, whether that’s walking through forests or exploring city environments. These experiences often spark ideas around spatial design, atmosphere, and how environments can naturally support gameplay mechanics.
I’m also a father, which has shaped how I approach responsibility, communication, and long-term thinking, both in my design work and in team collaboration.
Design & Level Design Philosophy
I believe good level design should communicate intent clearly and reduce the need for explanation. Players should feel guided by the environment itself through composition, landmarks, and flow rather than UI or text.
When designing levels, I focus on readability first, then pacing, and finally challenge. Spaces should feel purposeful, support the core mechanics, and adapt to the player’s learning curve rather than overwhelm it.
In practice, this means:
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Prioritizing player clarity and spatial readability
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Using strong points of interest to guide movement and decision-making
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Designing encounters through enemy placement and timing rather than raw difficulty
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Supporting mechanics through level layout and flow
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Iterating through playtesting and feedback rather than assumptions
