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.
Finished, and then two hundred and eighteen changes
On 21 August I said the book was done. The chapters have been changed two hundred and eighteen times since. What filled that gap, what a model genuinely helped with, and the half of it no model has ever been able to touch.
2026-08-31A number is a handle with no identity in it
One of my two leads calculates everything for a living, and somewhere between his head and mine the numbers got into the whole book. The problem turned out not to be how many there were. It was that I had started using a number as the name of a thing.
2026-08-30Fifteen thousand words and nowhere to take them from
I wanted Pantheon at 150,000 words and it came in nearer 165,000. I went looking for the chapter that was doing too much, and there wasn't one. Every chapter was a little long, evenly, which is a far worse problem to have.

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.








