(courtesy of Operator Drewski)
GTFO is a hardcore co op survival shooter that heavily relies on teamwork for players to progress. Bring up to 4 friends and dive into the depths of the complex, and of course try to get out!
Lead Game Designer, some writing, some programming
Began as a game designer a few months before early access release, worked on polishing of game systems and developed the games signature boss fight and the systems required for it to happen. Post release I overhauled melee combat, designed the vanity loot system as well as most of the new special enemies. Worked on a number of features that never saw the light of day related to live services and online streaming. Overhauled the UX of map and mission selection.
Lead work consisted of recruiting designer, mentoring them, setting goals and tracking skills development, as well as looking after their well being.
Notes
Design lessons from my work on GTFO centered around developing within an ever-tightening box of an almost complete game, and how to find new boxes to think in within that context. Limitations can spark an enormous amount of creativity. It was a constant dance between limitations of existing systems, and finding places where boundaries could be pushed to achieve something great.
I also learned a lot about live service games and using an existing game as a test-bed for future work. For instance, some of the mechanics developed for new special enemies post release had connections to features that were intended for upcoming projects.
As a Lead I gained a lot of confidence in setting up my team and creating a structure for us to h ave success in. This lead to the company redefining what they wanted leads to be doing, using the structure I had created.
Cloudborn is a climbing adventure where you uncover the secrets of a lost civilization on the back of a giant flying creature!
Co-Founder, Producer, Lead Game Designer, Writer, Project Manager.
Founded the company and brought in an investment of 6 mil SEK. Developed Cloudborn from concept to completion. Designed a fast and agile climbing locomotion system with momentum being maintained between walking/running and climbing, while mitigating potential motion sickness issues.
Did everything from level design, writing, to game mechanics and building a development strategy that focused on building generic systems for maximum reusability in future products.
Notes
A lot of lessons learned from Cloudborn were about design processes and communication. It was the final nail in the coffin of the idea of a "hero designer" for me, that one person who can drive a project all by themselves and has all the best solutions. Being forced to go outside of myself and even the team for solutions was humbling.
Being able to communicate design and design intentions effectively to investors, media and audience became very important. It was also the first time I had junior designers / level designers working under me and it was very rewarding to help them along and to work on a common design process together.
Throughout my life I have always ended up in leadership roles for one reason or another, and I think after Cloudborn I realized that it is because I enjoy the developing of a process to do something as much as doing the thing itself.
Stylista is a cool dressup game where you travel to fashion capitals all over the world and style your friends for cool events. You can also take your styles to the Runway and compete against other players for a chance to become the prestigious Covergirl.
Game design, monetization design, writer, localization manager, scripter, sound designer, and during the last 3 ½ months, producer.
Worked for 1,5 years as the main designer on Stardoll Stylista as a consultant.
Took Stylista from concept to post launch operations. Designed a competitive PVP dressup feature to promote retention, focusing on the the competitive nature of fashion and the quest for popularity and fame.
Notes
Stylista was the first commercial game where I was a part of the project from beginning to end. It was an immensely rewarding experience and I learned so much. Working on a mobile title was interesting and certainly a useful experience, especially because I learned so much about retention, conversion and all those little things that go into making a freemium game.
I had to wear many hats during the course of development, but I love being involved in everything so that suited me fine. For most of the final year I was the lone designer on the project and for the last few months I also took over producer duties on my companys side. Having more responsibility was very rewarding.
Bloodsports is a top down hero defense game heavily inspired by old Warcraft 3 custom maps like Enfos. Players take on waves of enemies that are trying to get to the missile silo which you are defending. The game four game classes and eight characters to choose from
Started as an Intern, moved to Junior Designer.
Designed and scripted boss encounters and enemy abilities as well as items and hero abilities. Tweaked the progression system a lot Tutorial design. Balancing and testing. Some audio design and writing.
After release I was given solo design responsibility for the games only DLC thus far, Blood Brawl.
Notes
Bloodsports.TV was the first commercial game release I was involved in and also the first game where I was not intimately involved in the original design of the game. It was a fun challenge to integrate myself into someone else project and begin contributing quickly. It was also interesting to work in a completely new engine, and a scripting language I hadn’t used before (LUA). I quickly found that the engine allowed for quick iteration which suited my workflow very well. Learned so much about polishing and working on a game where money is actually on the line. It was an amazing project to be part of, and played a big part in my development as a game designer.
https://www.youtube.com/watch?v=RlKiBVO1GLE
Den of Wolves is a co op heist shooter similar to the Payday series of games, but takes places in a bleak dystopian future.
Lead Game Designer
I was part of the Den of Wolves development from pre-production and a few years into production. Due to the game not being out yet, there is limited information I can provide.
My main takeaways are related to my work as a Lead, learning how to effectively manage a team of 5 and making sure they are happy, developing as designers and having success at their work. I learned that people need two things, direction and support. And depending on their seniority, skills as a designer as well as the current situation, the levels of those two things required can vary. And the ideal situation is that you get people into a place where they need little direction and little support to be effective. Then the work changes to looking after what they need to stay in that place.
There are limited links available due to the game being in an unknown state.
Kawaii world is a location-based mobile game
Game Designer
I joined the project after it had already been in production for some time but was due to pivot and was going back into pre-production. Worked as the sole game designer for 2 years, including further pivots. Worked on game systems and mechanics, economy, live service and writing.
Unavailable. Perhaps in the future!