I design layouts that are engaging to navigate, then layer in gameplay ingredients and objectives that give a space real replayability and room to scale. Above all, a world has to balance logic with fun.
Video walkthroughs of spaces I shipped.

Frozen Trail — ARC Raiders
Recent world and level design work for ARC Raiders, from the Frozen Trail first look.
Video reel
World Locations — Assassin's Creed Odyssey
A tour through the world locations I shipped across AC Odyssey's Greece.
Video reel
Hawara Labyrinth — Assassin's Creed Origins
A labyrinth players are supposed to get lost in, without ever feeling cheated.
Video reelMost recent podcasts, panels, articles and meetups.
The writing is its own pull: an interactive romance shaped by a long love of otome games and East Asian romance stories, and a romantic conspiracy thriller set in Hong Kong.
Novels written under the Lacunae name.
The AI Lab is where I build things that earn their keep: small, personal software that helps real people through real moments.
What I build when I'm not building worlds.
A running log on both crafts: level design and the things I build after dark.
I set the date before I commissioned the cover
Pantheon came out a month later than its listing first said. Here's the slightly embarrassing reason, and what I'll do differently next time.
2026-11-01Chapter eight is open
Pantheon is out today, and if you've been stuck at the end of chapter seven since August, this one's for you.
2026-09-22Waiting as a design decision
A thriller withholds a fact and the pleasure is dread. An otome route withholds a person and the waiting is the pleasure. Pantheon runs slow burn across sixty-three chapters, and the patience for that came from games.

Senior Level Designer at Embark Studios, previously Ubisoft: Assassin's Creed Origins, Odyssey and Valhalla. I build worlds by day, novels and small tools by night, and keep notes on both. Based in Stockholm.










