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.
The verifier that said yes to a PDF
Two fail-open bugs in SkinAtlas's image verification, and the difference between a check that fails and a check that shrugs.
2026-07-04Three bugs hiding in one small feature
A check-in card feature in SkinAtlas shipped with a design flaw, a serialization trap, and a race condition. Each needed a different kind of fix.
2026-07-04The SEO cluster nobody could see
Ten landing pages, a sitemap, structured data, cross-links. And a robots.txt that blocked the entire site.

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.








