
After graduating from Himmelstalundsgymnasiet in 2015 with a professional degree in zoo keeping, I went on to build a solid foundation in problem-solving and teamwork through roles in logistics and workflow optimization. In 2022, I decided to pursue a career in game development by studying at Södertörn University, where I discovered a love for programming and player psychology.
Since then, I’ve refined my skills through game jams and projects, including a 2024 nomination for Indiecator of the Year at Sweden Game Conference in Skövde with our game Escape 51. With a focus on creating intuitive gameplay and meaningful player experiences, I approach every project with curiosity and a drive to excel.
SKILLS
- LANGUAGES
- C#
- ENGINES/FRAMEWORKS
- Unity
- Godot
- MonoGame
- TOOLS
- Git & Github
- Perforce
- Trello
- FIELDS
- Scripting
- Game Design
- Puzzle Design
- User Interface
PROJECTS

ESCAPE 51
A stealth game where you play as an alien with the ability to switch limbs in order to escape Area 51. This was our final school project, in which I got to wear many hats, something that I find enjoyable despite the challenge of having to get into disciplines that I had no prior experience of (e.g. shader programming).

HAUNTING MEMORIES
A psychological horror game where you puzzle through an old mansion to discover your forgotten past. This was the first project of more extensive character that I had been part of, in order to build experience and skills, and creating a full game from start to finish. This challenged med to level up my programming, as well as stay on track by constantly communicating with our team of 8 people. This project introduced me to the tricky nature of puzzle design, as well as the fun of composing creative ways to implement smaller technical design elements.

ALIEN SNAP
Snap pictures of aliens on your farm in order to sell them and make money. This game was made within the time frame of a week, with a team of 6 people, including 2 programmers. My main role was to develop the alien AI, which included movement, avoiding the player in certain ways, as well as learning how use gizmos to visually debug the aliens “view”.