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.
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