My most important trait is that I easily recognize patterns; in behaviour, trends, storytelling, etc. which has been very useful when designing games.
What especially fuels me is the excitement of being in an always evolving industry and the challenges that comes with it.
I’m usually described as positive, dedicated and well-organized. I like challenges, to learn new things and I’m not afraid to speak my mind.
Top-3 games:
Bachelor of Arts (B.A.) focused in Media Arts; Computer Game Design from Högskolan i Skövde / University of Skövde.
Game Designer
2022 - 2023
Responsible for optimizing the onboarding, the levels and the mechanics and art for the core content. Tweaked and created ~800 levels, mentored and revised the workflow, pitched new in-game features and game ideas.
2021 - 2022
Responsible for optimizing the onboarding, art and mechanics, the level difficulty and the overall difficulty curve. Mentored designers, tweaked and created ~1500 levels, provided feedback on current and future features, pitched new in-game features and game ideas. handled the AB-testing process; validating design decisions through data.
2019 - 2021
Responsible for optimizing the onboarding process, tweaked and created ~1900 levels, provided feedback on current and future features, pitched new in-game features and game ideas. Handled the AB-testing process; validating design decisions through data.
May 2018 - Aug 2018
Responsible for optimizing the game design, creating new units and levels in the top-down shooter, "Blastlands" shortly pre- and post its Beta launch.
2013 - 2018
Responsible for the onboarding on Candy Crush Soda, Candy Crush Jelly and Blossom Blast. Brought Candy Crush Soda and Candy Crush Jelly from early concept to release. Mentored new designers, designed new in-game features and handled the AB-testing process; validating design decisions through both qualitative and quantitative data.