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.

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 reel
Limestone Quarry — Assassin's Creed Origins
An open-world quarry built for verticality, followed from blockout to ship.
Video reelMost recent podcasts, panels, articles and meetups.
The AI Lab is where I build things that earn their keep: small, personal software that helps real people through real moments. It is also where the writing lives: interactive romance shaped by a long love of otome games and East Asian romance stories. Useful things and felt things, made with the same care.
What I build when I'm not building worlds.
A running log on both crafts: level design and the things I build after dark.
What a camera gets for free
Korean action noir cuts away one beat early and lets you work out what happened, and Hong Kong surveillance stories are about being watched. I tried to write a novel out of both. Pantheon is live with seven chapters free.
2026-08-18Pantheon, part 3: the author in a new costume
A move I built for one person in the cast kept turning up in other people's mouths, and every instrument I made to catch it told me something comforting and wrong. The question I ask readers now is different, and it works.
2026-08-17Pantheon, part 2: access is the real geography
I wrote a street for Pantheon that read as a set built for crime, with everyone else on it as paint. Fixing it gave me the rules the world runs on, starting with the one that says you get deeper by being vouched for rather than by walking further.

Senior Level Designer at Embark Studios, previously Ubisoft: Assassin's Creed Origins, Odyssey and Valhalla. I build worlds by day, intelligent machines by night, and write about both. Based in Stockholm.








