Game Designer drawn to cozy games with a relaxing atmosphere.
I'm looking for internship May 18th to December 25th!


Sound- and Chaos designer in a 4 week long project

Sound designer in a 7 week long project

Witch's living room in Maya and Substance
Brief about other projects
Engine: Unreal
Role: Sound- and Chaos Designer
Team size: 4
Scope: 4 weeks
In this project my main responsibility was environmental destruction and sound design. However, some additional tasks were added on top since our team was so small.For the destruction I used chaos physics combined with blueprints to more precisely controll when and how the buildings would break. I worked closely with the designer responsible for the attacks to make sure our systems worked together.SFX was either a pre made asset pack or created/edited by me in Audacity. For implementation I used a combination of Sound Cues and Meta Sound.
My ideas for the soundtrack came to life with the help of an external musician.

Engine: Unreal
Role: Sound Designer
Team size: 19
Scope: 7 weeks
During this 7 week project I took on the role of sound design.I worked with a combination of pre made SFX asset packs and Audacity, to create my own SFX. On top of this I also gave direction to our external musicians, who were creating the soundtrack for the game.
My focus was on giving the player a relaxing and imersive experience.
Some things I did to achieve this was to add different footsteps depending on the surface the player walks on, and add attenuation to the river to give it a stereo sound.
I made sure to give each action audio feedback to the player, without it being too overwhelning or intense.The implementation was either made by me - though Sound Cues and blueprints - or with the help of other diciplines. For example I worked closely with our UX & UI designer to make sure all the sounds for the menues where cohesive and fitting.


For the inside of the shop we added a radio. Though blueprints I made it possible for the player to turn on the radio and switch between three different songs to change up the atmosphere.
Through a collaboration with one of our level designers we created a Secret shrine for our team. Each member is represented by their own frog. When interacted with the frog says "ribbit" - voiced by corresponding team member.
Tools: Maya and Substance
Scope: 3 weeks
During our 3 week long course I decided to make a cozy living room in a witch's hut, where walls and beams are modular pieces

Starting out I made a mood and reference board to get a clear idea of what I wanted to create. I made sure to prioritize my work, to get all the essential assets made first.
I then moved on to making my essential pieces, and imported them into Unreal to make sure the scale was correct.




When all of my essential pieces where modelled and textured I moved on to adding more decorations, to further bring the scene to life.

Located in UmeƄ, Sweden, I started my journey to become a game developer in 2024.
During my time at Futuregames I've touched on many different aspects of game design. I have worked with sound design, narrative design and level design to name a few.
I thrive the most when I get to create playful experiences for the player.
Tools
Unity / C# scripting
Unreal / Blueprints / Chaos physics /Secuencer
Perforce
Jira
Other software
Maya
Substance


Nightmare Knight
Engine: Unity
Role: Enemy Designer
Team size: 16
Scope: 3 weeks
In my first game project, Nightmare Knight, I took on the role of enemy design.The main thing I reflect upon when I look at this is how the difficulty increases way too fast.
The first couple of waves are okay. They are fairly easy, and the player have time to get comfortable with the controls. However, after 2-3 waves the player gets overrun. It feels almost impossible due to the movement pattern of the red ghost, and the spawnrate overall.
If I were to redo this my main focus would be playtesting and balancing.
2D platformer
Engine: Unity
Team size: 1
Scope: 4 weeks
This was my first encounter with an engine and code. Our goal was to create a 2D game. We had a list of game mechanics provided as inspiration and help us get started.



I wanted to learn everything and implement as much as I could. The next part of the level was defined by what mechanic I decided to implement. The end result was a level that would be pretty hard for people who aren't used to playing games.