As a Level Designer, I aim to achieve a realization of gameplay and world with layouts that are engaging to navigate in. Interesting gameplay ingredients and objectives as complement to the layout provide meaningful replayability & scalability. And most importantly, a good balance of logic and fun is essential in creating the world and spaces.
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.
✦ PINNEDField notes: how I run five side projects with Claude Code
The workflow that carries an interactive novel, a second brain, a wedding SaaS and a skincare atlas at the same time.
2026-07-03The level design of an interactive novel
Routing a romance story turns out to be the same craft as routing a heist.
2026-07-02Rebuilding this site, part 2: the machinery under the notes
A writing-guidelines file agents must obey, a glitch system, and how these field notes get compiled.

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.








