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.
A soundtrack good enough to sell, and wrong for its scene
Generating soundtrack, lyrics, and scene art for Perpetūra with Suno and an image model, and the gap between impressive and usable in context.
2026-07-08Loaning out your brain: the Perpetūra skill suite
How Perpetūra encodes creative intent once so any session writes toward it, and why the post-prose skills keep the series from contradicting itself.
2026-07-05Giving a coding agent a memory
Claude Code forgets everything between sessions. Ariadne is the small engine and plain-markdown vault I built so it stops making me re-explain the project every morning.

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.








