Game Development

Game Development

NPC Design

For our master thesis, a friend and I worked on figuring out how the visual appearance of various enemies affects how players perform against those enemies. 2016.

Level Design

I worked with this project during the second semester of my masters degree. I investigated how differences in level design and information provided to players changed how they performed in different scenarios. More information on..

Horror Games

This is a project I worked on for my bachelor thesis. I can’t take full credit, since we were a team of 4-6 people over the course of the project, but I was one of two..

Roguelike Action Shooter

This is half of a project I have been working on in my spare time. This part of the project concerns gameplay components of a roguelike action shooter.

3D Audio Investigation

This project did not end up going exactly like we hoped, seeing as the research did not come up with any significant results in the end. It was however, my first time collaborating with an..

Procedural Level Generator

This is a procedural level generator which I wrote from scratch. It works by picking out random points in an array and then expanding out from those points to create rooms of varying sizes. After..

Estimating the Number of Soccer Players using Simulation-based Occlusion Handling

Another article I helped worked on was published a while ago. The article is called “Estimating the Number of Soccer Players using Simulation-based Occlusion Handling”, and can be found at this link. It details an approach..

Level Design


Created for SourceForts, a competetive first person shooter. The map has a very open design to allow for players to build their own bases. Made in Valve’s Hammer Editor. 2009.


Map created for a single player experience that never panned out, which is also why I never got around to texturing most of it. Based on Japanese architecture. Made in Valve’s Hammer Editor. 2009.

Building Site

This map was created for Half Life 2: Deathmatch. Since I knew I was going to be using art assets from the game, I wanted to replicate the architectural style seen in City 17. I think..


This map was created for SourceForts, a competitive shooter. Teams spawn on each side and the map is symmetrical to keep it balanced. The map is quite open since players are required to build their own..