About Me
I have been designing levels, scripting and creating game art for many years, starting way back in the late 90's with the original Counter Strike.
In 2004 I joined Insurgency, a total conversation mod for Half-Life2, as a level designer, and shortly after in June 2005, I joined Stockholm-based games studio GRIN where I worked for 4 years as a
level designer for Ghost Recon:AW 1, lead level designer for Ghost Recon:AW 2, Bionic Commando as well as senior level designer on one other unannounced title.
Currently working at Starbreeze on an unannounced title.
I have vast experience in BSP based editors (e.g Hammer and Radiant) in addition to object based sandbox editors (i.e. Grin Diesel engine's editor) as well as many other common 2d & 3d software such as
Photoshop and 3d studio MAX.
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Selected works
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BIONIC COMMANDO
GRIN/Capcom - X360/PS3/PC - 2009
»
www.bioniccommando.com
Position: LEAD LEVEL DESIGN
- Closely worked with gamedesign incorporating feedback and overlooking the level design.
- Providing feedback on all Single-player levels, regarding gameplay, enemy/weapon progression as well as technical optimizations.
- Mocked up, tweaked, bug fixed and art passed levels.
- Created additional Multiplayer-levels for possible future release.
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Ghost Recon:Advanced Warfighter 2
GRIN/Ubisoft - PC - 2007
»
www.ghostrecon.com
Position: LEAD LEVEL DESIGN
- Took 2 levels from start to finish (layout, scripting, polishing, bug fixing) for Single-player, and helped out on a number of other levels.
- Implementing objectives based on core design from Ubisoft and Mission Designer, aswell as creating new ones specific for the PC game.
- Involved in creating the core missions together with Mission Designer and Game Design.
- Landscape mockup/modelling (Creating the layout, which was then handed over to an artist, and later brought back to me for tweaking).
- Created a number of Coop- and Multiplayer-levels.
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Ghost Recon:Advanced Warfighter
GRIN/Ubisoft - PC - 2006
»
www.ghostrecon.com
Position: LEVEL DESIGN
- Took 3 levels from start to finish (layout, scripting, polishing, bug fixing) for Single-player
- Implementing objectives based on core design from Ubisoft, aswell as creating new ones specific for the PC game.
- Landscape mockup/modelling (Creating the layout, which was then handed over to an artist, and later brought back to me for tweaking).
- Built and tweaked 3 Multiplayer levels for the release of the game, and a number of Multiplayer/Coop levels that was released in updates, and was involved in the design process of the new game modes.
- Created some additional props for use in my levels.
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Other stuff
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FORBIDDEN PLACE..in space
HL2-MOD 2009
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Nothing up yet
A mod for Half-Life 2 I am creating together with Bram Eulaers as a hobby project.
It's a puzzle:ish mod where we aim more on creating atmospheric scenes than pure "fun" gameplay.
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Everything is © 1925-2079 of someone. |
xD