Welcome to my online portfolio

A DECADE OF EXPERIENCE WITHIN GAME AND LEVEL DESIGN

My name is Erik, I like the colour blue and the smell of strawberries, and I need coffee to get through the day. 


I make games for a living. On this page, you will find my gathered experiences, projects and portfolio.

LEVEL DESIGN PORTFOLIO

Coverbased TPS

Technical LD FPS

Granny Smith

Inkarnate

Curriculum Vitae

2017 - Current, Senior Designer, Paradox Malmö

  • Game and Content Design for Imperator: Rome and Crusader Kings 3.
  • Game Design for Mobile Game prototypes, driving the overall game design with a focus on core gameplay mechanics, RPG/Character collection mechanics and our game's free-to-play economy system. I work closely with code, art, and UX/UI, where I create the designs and then follow the features through the implementation.

Team Manager and PO

  • Paradox Malmö was a startup studio that was established in 2017. For the first year, during the upstart phase, I took on the role of manager and PO over a team of 4 developers.


2015 - 2017, Designer, King Malmö

  • Level Design for Pet Rescue.
  • Game and Level design for Pet Rescue 2. 


2014 - 2015, Designer, Paradox

Runemaster (canned project) - World Designer and Environment Scripter

  • Central role as scripter and designer of the open world. Coordinated the pipeline of art, story, and game design into a coherent experience.

Magicka 2 and Magicka Wizard Wars - Gameplay Scripter

  • Designing and scripting multiplayer puzzles. Working close with artists to plan and create graphical assets required to give each puzzle something unique. Propping environments with pre-created assets.
  • Magicka Wizard Wars, prototyping competitive minigames.


2012 - 2013 Level Designer, Spektakel Studio

  • Freelance level designer through my company, Spektakel Studio, together with Mediocre, for whom I designed levels for their mobile titles Granny Smith and Sprinkle Islands.


2009 - 2012 Game/Level Designer, Tarsier Studios

Game / Level Designer

  • Projects for PS3 and Ps-Vita, mainly Little Big Planet - Vita and game design for an unannounced MMO (PS-Vita). Working with the LBP script editor to create game mechanics.

Design Internship

  • QA for 'Rag Doll Kung Fu - Fists of Plastic'.
  • Creating a gameplay prototype in Unreal Editor using the visual script-language Kismet.


2006-2009 SoFE - School of Future Entertainment

  • A 2 year education focused on game production. Learning C++


2004-2006 Digital Games - Technical High School of Blekinge

  • Learning game design and C++