

Level Design Philosophy
My approach to level design centers on guiding players through environments in a way that feels intuitive and readable without relying on UI prompts. I use composition, landmarks, lighting, spatial hierarchy, and environmental foreshadowing to communicate direction, upcoming challenges, and points of interest. This approach was central in Final Blaze, where hazard readability and platform placement needed to support fast decision-making, and in Blåljus Express, where clarity was essential for a younger audience.
I aim to balance pacing with player agency. In singleplayer experiences like The Last Shieldmaiden and Final Blaze, I structured spaces to support controlled progression, deliberate tension, and early glimpses of future traversal routes or encounters. In multiplayer projects such as Slip-Up and Chase the light, I designed environments that support multiple strategies and emergent gameplay, allowing players to choose between safer routes, faster paths, or higher-risk options.
Across all projects, I view iteration and playtesting as essential tools for refining readability, flow, player anticipation, and engagement.
From Sketch to Blockout
When starting a level, I begin by defining the intended player experience and the mechanics the space must support. In Opponents in Crime, this meant considering how players coordinate and navigate shared objectives, while in Blåljus Express, the focus was on clarity and quick readability for younger players.
During layout, I establish a clear critical path while introducing optional routes that create meaningful choices. In Slip-Up, I designed routes that allowed players to balance safety against speed and risk. In my grayboxing studies, I explored how sightlines, elevation, and landmarks influence player movement and perception across different gameplay scenarios.
As the level evolves, I observe where players hesitate, become disoriented, or ignore intended paths. These moments highlight opportunities to improve readability, reinforce guidance, or adjust risk–reward balance.
Designing for
Multiplayer vs Singleplayer
Designing for multiplayer and singleplayer requires me to prioritize different aspects of how spaces support player behavior and decision-making.
When I design singleplayer experiences like Final Blaze and The Last Shieldmaiden, I focus on guiding pacing and progression more tightly. I shape deliberate tension curves, control encounter timing, and create clear paths forward so the player can concentrate on mastering traversal and mechanics without confusion.
In multiplayer projects such as Slip-Up and Opponents in Crime, I approach level design differently because player behavior is unpredictable. I design spaces to remain readable even during chaotic moments by emphasizing clear sightlines, regroup areas, and layered routes that support both coordinated teamwork and spontaneous decisions. I also include recovery paths and alternative routes so that a single mistake doesn’t remove players from meaningful participation.
Working across both formats has strengthened my ability to design spaces that feel intentional in singleplayer and resilient in multiplayer, while still supporting player choice and emergent gameplay.
Spatial Flow & Player Guidance
I usually design spatial flow to help players understand where to go without relying on explicit instructions. By shaping layouts, sightlines, and landmarks, I aim for the environment itself to communicate direction and purpose.
I establish clear critical paths to support forward momentum, while introducing optional routes that give players meaningful choices. This helps balance guidance with agency, allowing players to feel in control while still being subtly directed through the space.
During blockout and playtesting, I pay close attention to where players hesitate, backtrack, or misread the environment. These moments help me refine spatial hierarchy, adjust sightlines, and strengthen environmental cues so movement feels more natural and confident.
Encounter Design
I design encounters around readability and player choice. By shaping sightlines, cover, and enemy placement, I create situations where players can quickly understand the space and decide how to engage, whether through stealth, positioning, or direct confrontation. My goal is to balance tension with fairness so challenges feel intentional rather than overwhelming.















