Level Designer
The following project is subject to an NDA. While I have permission to share portions of my work, this does not represent the full scope or vision of the original projects. Also note that this is a work in progress and not final.

Technical Level Design Intern at
Overview
At Sharkmob, a AAA studio based in Malmö, I had the opportunity to work as a Technical Level Design Intern on their upcoming title Exoborne. I worked with a skilled, supportive team—especially my mentor Hannes Bensryd—who helped me grow and take on real responsibilities across disciplines and features.
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Exoborne is a tactical open-world extraction shooter set in a near-future U.S. devastated by extreme weather. Built in Unreal Engine 5, it combines customizable exo-rigs, systemic gameplay, and high-stakes co-op missions in a dynamic, reactive world.
About My Work On Exoborne
During my internship at Sharkmob, I took on a wide range of responsibilities, including:
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Key contributor to the destruction system, helping define and implement core functionality.
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Led planning and development as a feature owner, taking multiple features from concept to final product in coordination with VFX, UI, and code teams.
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Prototyped gameplay elements and dynamic in-game events.
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Collaborated with large multidisciplinary teams to improve gameplay experiences.
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Designed and developed tools in Unreal Engine to streamline workflows and boost efficiency.
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Worked closely with QA and my team to iterate and polish features based on feedback.

