My Lindberg
Level Designer

I'm a level designer that strives to create immersive and balanced experiences that excites the player.Looking for an internship May - Dec or entry level positions.

PROJECTS

Stealth level inspired by Dishonored

Inspired by the masterclass in stealth design by Dishonored I created a stealth focused level, with minimal enemy interaction and instead making the levels traversal the main focus.

Solo Project // Duration: 4 weeks

Flower Shop

Level designer in a 7 week group project. Flower shop is a cozy game about running your own florist business. Main responsibility was designing the shop and part of the landscape.

Team size: 17 // Duration: 7 weeks

Research facility in the Horizon Zero Dawn universe

A 4 day project where I designed a Horizon Zero Dawn facility. Putting the focus on environmental storytelling and emulating the exploration focused gameplay of HZD, finishing off this short area with a boss arena.

Solo Project // Duration: 4 days

Skills

  • Level Design

  • Blockouts/Greyboxing

  • Rapid Prototyping

  • Design Documentation

  • Iterative Design Process

  • Visual Scripting

Tools

  • Unreal Engine 5 // Blueprints

  • Unity // C#

  • Blender

  • Perforce

  • Github

  • Jira

Flower Shop

Flower Shop Trailer

Flower Shop is a cozy, exploration-based flower shop simulation set in a serene rural town in Japan. Manage your florist business by picking flowers, arrange bouquets based on requests and sell them to customers.

  • ROLE: Level Designer

  • TEAM SIZE: 17

  • GENRE: Cozy Shop Manager

  • DURATION: 7 Weeks

  • ENGINE: Unreal Engine 5

Taking over your familys flower shop you start off by checking your inbox for todays orders. Go out and gather the flowers for the bouquets, maybe explore some on the way!

  • Gather flowers based on requests

  • Explore the beautiful area

  • Assemble bouquets for your customers

Sketches and first iteration

Moodboard

LEVEL OVERVIEW

First Blockout Store

Shipped Game

1. The Store


Fuctionality

  • Unobstructed path to counter and workbench.

  • Allowing NPC's to walk up.

  • Keeping vital pieces for game mechanics in a convenient place.


Aesthetics

  • Encouraging curiosity without compromising functionality.

  • Decorations a florist would keep in their store.

  • Designed with intent for upgrades and additions in the furniture.


I found designing the shop to be a challenge in the beginning because I had no path or goal to work towards more than "the player will run a business in here". The space was as much for aesthetics as it was functional. Combining the two forced me to think about how the player behaves in a space when they aren't guided by landmarks or quests.My solution to this was to design around how a curious player moves around in a given space. What grabs their interest? What nooks and crannies do they want to squeeze into? What would make their exploration annoying instead of rewarding? This thought process was then transferred to when I designed the landscape as well.While these questions were important when making the space interesting I also had to take into consideration how the space would be used to support the intended gameplay mechanics. Here I did a lot of playtesting with classmates and other teammembers, but also by myself to figure out what path felt natural once you entered the store. The conclusion here was to make an unobstructed path to the functionality of the space while also leaving room for the curious player to look around.

2, 3, 4,. Forest


Forest

  • Beautiful scenery.

  • Interactive bushes spawning butterflies.

  • Mushroom circle with audio cue.

  • Entrence to Secret Grove.


Stepping in to the beautiful world the player is greeted with a dirt road wrapping around a bit of forest. In here they can find plenty of flowers to pick for their bouquets but also lots of things to look at and interact with. A path walks the player through the forest and along it they can find a mushroom circle that makes tinkling sounds when you step inside it, interactable bushes that spawn butterflies that seem to want to lead the player somewhere and a beautiful gazebo they can step inside.

5. Secret Grove


Secret Grove

  • Calm and serene.

  • Frog shrines with credits to the team and individually recorded "ribbit"s from everyone.


Following the path of the butterflies the player come upon a gate with mysteious fog inside it. Interacting with this gate takes the player to a secret grove filles with frog shrines. This space acts as a religous space for the locals, but is also utilized as showing credits in a fun way. The frogs in here are named and all have a unique "ribbit" recorded by all team members.

6, 7. Campsite


Campsite

  • A break in the environment.

  • Campfire and benches.

  • Vista over the water.


At the edge of the map a campsite and some benches can be found. Here the palyer can take a rest and look out over the water if the so please. I would have loved to make this space interactive with being able to sit down at the tables and lighting the campfire but unfortunately there was not enough time to prioritize that.

More Projects

HZD Research Facility

An underground research facility made to fit into the Horizon Zero Dawn universe. Designed to be a part of a mission with a climactic end where Aloy fights a big machine. The level focuses on environmental storytelling and invites exploration.

  • ROLE: Level Designer

  • SOLO PROJECT

  • GENRE: Action RPG

  • DURATION: 4 Days

  • ENGINE: Unreal Engine 5

Sketches and first iteration

Moodboard


Level Overview

  • 1. Connector

  • 2. Hallway - Diverging paths

  • 3. The Office

  • 4. Hallway - First look arena

  • 5. Security

  • 6. Research

  • 7. Boss Arena


LEVEL OVERVIEW

1. Connector

The level starts by going down a broken staircase and into a connector. Here they find four open doors.

  • The player is encouraged to explore but is clearly guided by signifying hololocks.

  • Environmental storytelling about when the facility was in use.

The player can find a small office with a screen showing a big error and a shattered coffee mug. A server room with some loot to reward exploration, and a sleeping quarters showing scratches on the floor implying someone wanted to be just that little bit closer to another person.

2. Diverging Paths


A vent right in front

  • Guided by yellow markers and lights.

  • Definitive choice, can't turn back right away.

  • Leads to the boss arena


Stairs to the right

  • Guided by the glass and lights above.

  • Leads to a longer path through the facility.


Hallway to the left

  • Guided by the glass and lights above.

  • Leads directly to the boss arena.


After exploring the connector they come into a hallway with three paths.Here they are presented with a choice of where they want to go. To the right is a staircase leading deeper into the facility. To the left is a short hall with a door, leading directly to the boss arena and between them is a vent that also leads directly to the boss arena.My choice here to make two out of three paths lead directly to the goal is something I definitely would iterate further on. I would make both those paths longer and maybe even come together at some point.The stairs take the player to an office with a much more interesting path forward.

3. The Office


The office

  • Locked door, creates the illusion that the facility is bigger than the player has access to.

  • Worldbuilding elements: Post it on the computer tells an employee to "fix the broken screens before the meeting", which clearly was never done.


Coming into an office the player is met with tables and screens in bright colors. Here the locked door is introduced for the first time in the level, communicating that there is more to this facility than the player has access to. A post it note on the laptop tells a story of communication between two employees. One asks the other to "fix the screens before the meeting or we're screwed!", which we can see that they never did. This opens up to questions about this scenario. What was the meeting about? Were they actually screwed? What happened when the sceens weren't fixed?

4. Hallway - Window to arena


Hallway

  • Continuing through you come into a hallway where the floor above has collapsed.

  • Around the corner you get a look at the boss arena and see where you will likely enter this room, changing your traversal from exploring to more goal oriented.


Exiting the office they are met with a dark hallway. The floor above has collapsed down and blocks the door to the right, possibly damaged the lock mechanism. Coming around the corner the space opens up with a big window, looking into a big room. This acts like a confirmation that they are heading in the right direction but also let's them familiarize themselves with the arena.

5. Security


Security/Observation

  • Coming into a minimal room with observation equipment.

  • Worldbuilding elements: A hologram showing the mountain outside of the facility being attacked or compromised in some way.


Continuing on they come into a room clearly meant for observation. There are many door connecting to this room but two of them are locked. In the middle they see a hologram picturing the mountain the facility is located in, with warnings of an attack happening from several different angles. The player knows from previously in the game that this is not a current and updated observation, but from "The old world" when "the Faro Plague" happened. The hologram implies that the facility was overrun and attacked, and in the end lost or had to evacuate it's employees.

6. Research


Research Room

  • The next door leads you into a room with seemignly research equipment.

  • Strategically placed loot and pickups, drawing you towards the window and door on the left.


The last room before the climax of the level is a space that looks like it has been used for research. Here the player can find a hologram which aims to conclude this questlines story. There are strategically placed loot to draw the player towards the window and the door leading out onto the balcony, letting them start the fight with a height advantage.

7. Boss Arena


Layout

  • Cover is provided along the walls by boxes and containers.

  • A balcony offers height advantage but limits movement.

  • The middle is open for melee fighting and gives the posibility to set traps/tripwires.


All three paths lead here. The space is designed with combat in mind. When the player enters, a boss fight triggers not soon after. Boxes and containers are placed along the walls and under the balcony to provide cover. There are two entrances into the room that puts you on the balcony, which gives you height advantage but limits your movement and room to dodge ranged attacks.

How I would iterate


The Stairs Path

  • More optional rooms with loot and worldbuilding.

  • Populate the rooms more.

My focus on iteration would not land on the stairs path, but I would like to add more elements of worldbuilding and environmental storytelling in these rooms. I would also add more small rooms with loot and such to reward exploration.


The Vent Path

  • Remove the boxes to allow climbing.

  • Make the drop deeper to convey that you can't jump back up better.

  • Make the path longer, connect it to another path.

The vents are not that engaging right now, I would add some climbing part into the vents to make it more interactive. I would also redesign the shape of the vent to make them connect up to another path, maybe into security. Another approach could be to connect it to the destroyed floor above the 4. Hallway (with window), give the player the option to drop down into the hallway or enter another vent and go to the arena.


The Hallway Path

  • Make the whole path longer to combat skipping most of the level.

  • Branch off to the left and maybe wrap around to connect to the staircase in the opposite side of the boss arena.

This one is just pure boring as it stands. It is very unnecessary since it bypasses most of the level. To make it provide some value I would branch it off to the left and design it more like the stairs path. Give the player some rooms to explore, allow more worldbuilding and storytelling and a reason for the player to want to take time and look at things, maybe even go back to look at what they missed on the other path.


Boss Arena

  • Better cover.

  • Give an ultimate objective that the player want to complete in this room, but before its done the machine attacks.

  • Offer a "safe" space to scan the machine before it is alerted to the player.

Designing for combat is a bit of a challenge, providing the right amount of cover while also allowing space for fights is a delicate balance. I would playtest the cover as much as I could (hard at this stage since theres no enemies) and iterate the cover placement and density based on that feedback.When the fight triggers I would like the player to feel relatively safe, or atleast hidden to give them an opportunity to use the hero mechanic in HZD which is the "Focus", to scan the machine.I would also add an overarching objective that the player wants to achieve in this room, but is interrupted by a machine.


More Projects

Stealth Level

A stealth level inspired by Dishonored. I wanted to put the focus on traversal for this level with multiple paths and minimal enemy interaction. The player can traverse almost everywhere in the level and make it to the end. Just beware of the searchlights and city is yours to go wherever you please to get to your goal.

  • ROLE: Level Designer

  • SOLO PROJECT

  • GENRE: Stealth/Action RPG

  • DURATION: 4 Weeks

  • ENGINE: Unreal Engine 5

Sketch

Moodboard


Level Overview

  • 1. Start - Roof

  • 2. Ladder

  • 3. Warehouse (Green Key)

  • 4. Searchlights/Open Street

  • 5. Zipline

  • 6. Garage

  • 7. Watchtower

  • 8. Roofdrop


LEVEL OVERVIEW

1. Start - Roof


Start

  • Starts with no information about the level

  • Get onto roof, to get an overview of the layout


The player start out in an alley. They can peek out the side but will be put on the big open street of they choose that path. There is also a ladder taking them up onto the roof where they see almost the whole level and can start planning ther pathing.

2 + 3. Ladder & Warehouse


Ladder

  • The first access to the roof.

  • Guard not paying attention.

  • Window allows player to see into the room and get tipped off that there are guards in there, although they are not very alert and you can sneak by.


Going to the right presents the player with two options. A ladder to the roofs and a locked door. A guard stands by the ladder, not paying attention to what's behind them. The player can see into the warehouse through the window and see two guards playeing cards lazily. They can walk up and take out the guard by the ladder stealthily and get the green key. Now they can choose to continue onto the roofs or go back and enter the warehouse.

4. Searchlights/open street


Searchlights

  • The main obstacle the player needs to avoid.

  • Oscillating left to right.

  • Reaches into some alleys.


Getting on the roofs lets the player get close to the main obstacle of the level, the searchlights. Oscillating left and right they cover a big area the player should avoid. The searchlights are meant to provide a constant tension for the player, always avoiding getting caught.

5. Zipline


Zipline

  • Player is drawn to higher places to stay out of sight.

  • Zipline gives a straight path onto another roof otherwise not accessible.

  • Zips are fun:)


Moving on on the roofs they can climb higher to reach a zipline. The zip takes you to a roof otherwise not accessible. It's a fun break in the environment and provides a fun way to cross this space. The blue keys can be found in the house you land on here.

6. Garage


Garage

  • Offers a safe space for the player to catch their breath and potentially recalculate their route.

  • A ladder leads onto a catwalk connected to the roof beside the garage.


A truck garage offering cover. A platform with a ladder leads out to a catwalk connected to the roof beside it. The garage offers a safe space for the player to catch their breath and potentially reroute if they want to explore something else or feel like theyv found a better route.

7. Watchtower


Watchtower

  • A guard stands watch

  • Holds a pink key


Coming out of the garage the player sees a watchtower with a guard on top. They can climb up and silently take them out, to gather the pink key. From up here they can also see the hole in the roof the can drop down into to get to the last room.

8. Roof drop


Roof Drop

  • Drops into the last room.

  • Provides a way to finish the level without ever going on the ground.


Accessing the last room in the level and drop the player right in front of the door to finish the level. The hole offers a path for the player to finish the level without having to use the keys or traversing the streets.

The Street


Alleys

  • Alleys provide cover but corners the player if they're caught where the light can reach them.

  • Enhances the ability to pick whatever path the player chooses.


Trucks

  • Parked under the zipline.

  • Creates a way for the player to get up to the roof with a series of jumps.


Keys

  • Green key is with the guard at the first ladder

  • Blue key is in the house the zipline lands on.

  • The pink key is in the blue house, but also in the pink house itself to make sure the player can get out if they choose the roof drop.


How I would iterate


Alleys

  • Adding more traversal puzzles.

  • Implement timed crossings where you avoid the searchlights.

Iterating on the alleys and streets I would add more traversal puzzles and fun ways to get up or down from buildings. Something to break the monotony of using ladders so often. I would also like to create some timed crossing where you need to wait for the searchlight to go by before you can cross and advance the level.


Garage

  • Give the garage more meaning

Right now the garage is not providing a lot more than housing a ladder. It is dark and does not really make you curious. I would like to add something interesting in here, either loot or a pickup needed for the mission. Worldbuilding and environmental storytelling could also have a place here to make the world feel more alive.


More Projects

2.5D Sidescroller

Taking inspiration from some of my favourite games, Little Nightmares and INSIDE, I'm creating a vertical slice with a heavy narrative experience. This is an ongoing project

Solo Project // Duration: Ongoing

Sidescroller

Taking inspiration from INSIDE and Little Nightmares I'm creating a 2.5D sidescroller. My goal is to create a narrative experience like the previously mentioned games capture so beautifully.

  • ROLE: Technical Level Designer

  • SOLO PROJECT

  • GENRE: 2.5D Sidescroller

  • DURATION: Ongoing

  • ENGINE: Unreal Engine 5

This project is still in development.
Additional information will be posted when the project is finished.

Hi, I'm My!

I am born and raised in Umeå and am currently studying Game Design here at Futuregames. I am looking for a game design internship between May - December or entry level position.Games has always held a special place in my heart and getting to develop games feels like coming home. I am a curious person and like to learn whatever I can whenever I can, I bring that into my design by trying to look at my projects from many different angles and finding what works best (which might not always be my own point of view).During my studies I found my passion for level design, creating the area of play. I love creating engaging levels that invites the player to explore. I'm developing my style to be something that invokes strong feeling, and I like making lots stuff to find and interact with.

Outside of development I enjoy snowboarding. It is equally likely you'll find me on the slopes as finding me at home playing a game or reading a book. And when the sun finally shows it's face here up north my friends and I usually flock to the closest bar with outdoor seating.

Umeå Game Conference

This January I volounteered at Umeå Game Conference. It was an amazing event and I learned a lot through the speakers and people I got to talk to. This also gave me great hands-on experience with running a game event as well as working on my collaboration skills.

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