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 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.
Waiting 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.
2026-09-20A debt with no address
One editing method, read once in a stranger's post on Instagram, ran through all sixty-three chapters of Pantheon, and there is no way to thank the person who wrote it.
2026-09-18Printing one path out of a level built for many
Every route in Perpetūra is equally true, by design. Assembling the first ebook meant deciding, for each woman, which version of her life the book would say happened.

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.










