MY PROJECTS

The projects I've been fortunate enough to be a part of. The descriptions are brief but let me know if you like to know more. 

ROSE'S ADVENTURE


Responsabilities: Optimized the onboarding, the levels the mechanics and the art for the core content. Tweaked and created ~800 levels, mentored game & level designers and revised the workflow, pitched new in-game features and game ideas.


Personal Achievements: Changing excisting Powerup mechanics to fit benchmark making it intuituive to players, restructured the difficulty curve for an more organized and improved user experience.

ROLE

Game/Level Designer


CLIENT

Luau Games


DURATION

Dec 2022 - Present


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GARDEN AFFAIRS


Responsabilities: Optimized the onboarding, the levels the mechanics and the art for the core content. Tweaked and created ~1300 levels, mentored game & level designers and revised the workflow, pitched new in-game features and game ideas.


Personal Achievements: Through rigorous feedback I managed to greatly improve the overall performance, quality and velocity of the level designers. 

ROLE

Game/Level Designer


CLIENT

GG Games (Judian)


DURATION

April 2021 - Nov 2022


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GA Levels
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MATCHINGTON MANSION


Responsibilities: Improve the onboarding process creating and tweaking levels using experience and data through rigorous AB-testing, pitch new obstacles, objectives, events and game ideas. Analyze the overall user experience, detect areas in need of improvement and how that can be done. Provide constructive feedback on new and excisting features on all aspects of the game.


I personally went through and tweaked around 1900 levels and completly replaced ~900 of those.


Personal Achievment: During a period of ~6 months I managed to increase revenue on the first 200 levels by 500%


ROLE

Game/Level Designer


CLIENT

Magic Tavern


DURATION

Mar 2019 - Mar 2021

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BLASTLANDS


An intense multiplayer, top-down shooter developed by a small indie company.

At SQ I designed levels, new design features, I balanced units and the levelling-up system.

ROLE

Game/Level Designer


CLIENT

Strange Quest 


DURATION

May 2018 - Aug 2018


BLSQ01
BLSQ02

CANDY CRUSH SODA


Designed and tweaked levels, pitched new design features, brought game from early concept to release, was responsible for the onboarding process. Mentored new designers and ensured that my immidiate team felt positive and included.



CANDY CRUSH (classic)


Designed and tweaked levels. Mentored new designers.



CANDY CRUSH JELLY


Designed and tweaked levels, pitched new design features, brought game from early concept to release, was responsible for the onboarding process. Mentored new designers and ensured that my immidiate team felt positive and included.



BLOSSOM BLAST


Designed the first 120 levels.


Personal Achievements:

Inventions in Candy Crush (classic): The Coveyor Belt.

Inventions in Candy Crush Soda: The 2x2 Guiding Missile mechanics for the Fish, Multiple boards, timed Unlimited Lives reward.

Inventions in Candy Crush Jelly: The Puffler and Monkling game mode (with/without Boss), Jelly Cubes blocker. 


ROLE

Game/Level Designer


CLIENT

King (Midasplayer AB)


DURATION

Nov 2013 - Apr 2018

LEVELS

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PLANETO QUIZ


The goal of Planeto AB was to become the world's leading developer of online trivia and knowledge-focused entertainment experiences. Planeto Quiz was a online quiz game with modes for both single- and multiplayer. The aim was to combine RPG elements with a casual trivia.


My main responsability was to improve excisting features, add to the content and to come up with new and inovative features within the trivia genre.




ROLE

Game Designer


CLIENT

Planeto AB


DURATION

Nov 2009 - 2011

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