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.
One file, two renderers
Adding a chart card to Folium meant reaching for a chart library, then realizing the exported HTML file would show nothing where the chart should be. Every card type has to run twice.
2026-07-14Why Folium and Tessera's code is now public
Folium and Tessera went source-available this week under PolyForm Noncommercial. A page of screenshots claims; a repo shows. And MIT would hand away a door I want to keep.
2026-07-13A portfolio review that fits in one file
Reviewing a portfolio used to mean a dozen tabs and a thread of emailed screenshots. Folium is the local visual board I built so a whole review lives on one canvas I can hand over as a single file.

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.








