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WORK

From December 2017: Senior level designer for Star Citizen at Cloud Imperium Games, Frankfurt am Main
June 2016 – December 2017: Level designer for Star Citizen at Cloud Imperium Games, Frankfurt am Main
May 2015 – May 2016: Self-employed, programming assets for Unity Asset Store
January 2014 – May 2016: Level designer for SNOW at Poppermost Productions
November 2012 – June 2014: Level designer and Scripter for Epigenesis at Dead Shark Triplepunch     

EDUCATION

August 2011 – June 2014: Blekinge Institute of Technology, Media Technology, Digital Games – Game Design
Bachelor thesis: “Level design in open worlds: Should you think like an architect?”
July 2009 – January 2010: Södertörns Högskola, Courses in Strategic Information Seeking on the Internet, Scriptwriting and Narrative for Digital Media and Media Production
August 2008 – January 2009: Högskolan in Skövde, Courses in Introduction to Game Design, Web Design Basics and Business Development and Economics
August 2004 – June 2007: Fryshusets gymnasium, Social Science  

ARCHIVEMENTS

With the title Epigenesis as a part of Dead Shark Triplepunch 

Epic Games’ Make Something Unreal Live 2013: Winner
Swedish Game Awards 2013: Winner in the category Game of the Year
Game Concept Challenge 2013: Winner    

GAME ENGINE KNOWLEDGE

LUMBERYARD

Code (C++): None
Editor: Advanced

UNITY 3D

Code (C#): Advanced
Editor: Advance

UNREAL ENGINE 4

Blueprint: Good
Code (C++): Beginner
Editor: Advanced 

SKILLS AND COMPETENCIES

Gameplay design
Code documentation
Design documentation
SCRUM
Rapid Prototyping
Object-oriented Programming  

UNDERSTANDING OF PROGRAMMING/SCRIPTING

C++: Basics
C#: Advanced
JavaScript: Basics  

SOFTWARE AND TECHNOLOGY

Perforce
Git (Sourcetree & Git terminal)
Visual Studio 2013, 2015
JIRA & Trello
Confluence
Microsoft Office  

OTHER

Languages: Swedish (native), English (fluent), German (basics)
Driver’s license: Yes