Professional Work


Crusader Kings 3

Role: Content Designer

Description: I joined the Crusader Kings 3 team in April 2020, before its release. As a content designer, I am writing narrative events, scripting game mechanics and achievements, and adding entries in the history database, encyclopedia, and more.


Paradox Development Studio developed Crusader King 3 and published by Paradox Interactive AB.

Europa Universalis 4

Role: Outsourced Designer

Description: A/B-testing experiment on offering a subscription service that unlocks all of the released DLCs. I made the first mock-ups and design proposals.


Paradox Development Studio and Paradox Tinto developed Europa Universalis 4 and published by Paradox Interactive AB.

Stellaris

Role: Outsourced Designer

Description: We repeated the A/B-testing experiment of displaying DLC icons and information in Stellaris. I made the first mock-ups and UI flows for where the icons should be visible and what elements in the species creation is DLC-locked.


Paradox Development Studio developed Stellaris and published by Paradox Interactive AB.

Crusader Kings 2

Role: Outsourced Designer and Scripter

Description: I returned to Paradox Interactive as a freelancer, implementing and designing challenges used for Featured Rulers -- Historical rulers with three trials for players to overcome when playing as the ruler and their dynasty.


Paradox Development Studio developed Crusader Kings 2 and published by Paradox Interactive AB.

Crusader Kings 2: Holy Fury

Role: Content Designer & Additional Programming

Description: For Paradox Interactive's DLC of Crusader Kings 2, Holy Fury, I wrote a couple of events for pagan characters and helped out on the bug-fixing front in C++.


Paradox Development Studio developed Crusader Kings 2 and published by Paradox Interactive AB.

Crusader Kings 2

Role: Junior Game Designer

Description: For Paradox Interactive's A/B-testing of Crusader Kings 2 in 2018, I wrote the majority of the texts which describe what the different DLC contains.


Paradox Development Studio developed Crusader Kings 2 and published by Paradox Interactive AB.

Pillars of Eternity: Complete Edition

Role: Junior Game Designer

Description: Description: I stepped in for a short period to help the team at Paradox Arctic with the porting of Pillars during the summer of 2016 as a Junior Game Designer. I came up with proposals of UI changes and gameplay controls for porting the game from PC to Consoles.


Obsidian Entertainment developed Pillars of Eternity, and Paradox Interactive AB published the game.

Paradox Arctic developed the console port.

Stellaris: Console Edition

Role: Junior Game Designer & Additional Programming

Description: For the console porting of Stellaris, I documented design solutions for gameplay and UX.


Stellaris was developed by Paradox Development Studio and published by Paradox Interactive AB

The console port was developed by Tantalus Media.

Homefront: The Revolution

Role: Junior Technical Designer

Description: I began my employment at Deep Silver Dambuster Studios in January 2015 as a Junior Technical Designer. There we used CryEngine to develop Homefront: The Revolution. I learned how to use the visual scripting system for the engine, Flow Graph, as my tasks required me to create gameplay prefabs.


Dambuster Studios developed Homefront: Revolution and Deep Silver published the game.