Portfolio
Games
Unannounced Project (Splendid Failures / Sweptaway) – April 2026 (Ongoing)
Lead Game Designer
I have no information on this project as of now, but excited to announce more details down the line.
A Corporate Machine (Splendid Failures) – November 2025 (Ongoing)

Game Designer
Our first project at Splendid Failures!
You take the role of Sanitron-TC84, the world’s most overqualified vacuum cleaner. Tasked with tidying up the head office of giant conglomerate Omega Global.
Cozy cleaning goodness with plenty of exploration gameplay and some puzzle solving.
Please wishlist on Steam: https://store.steampowered.com/app/4664300/A_Corporate_Machine/
Unannounced SteamWorld Project (Thunderful Development)
Lead Game Designer
The last project I worked on for Thunderful, an unanounced SteamWorld title. I was Lead Game Designer with heavy emphasis on “Lead”, I did minimal design work but a lot of management, creating pipelines and improving design team work flows.
SteamWorld Heist 2 (Thunderful Development, 2024)

Senior Game Designer
A sequel to the first game I ever released. Very exciting to revisit this turn-based 2D tactical shooter. This time even more systems heavy with a new Job system paired with powerful personal upgrades for each character. I worked a lot on enemy designs for this one, particularily the Rattler faction.
The Gunk (Thunderful Development, 2021)

Game Designer, Gameplay Team Lead, QA Director
The Gunk is a bit unique in my catalogue of games as it is less gameplay focused but intead lean heavier on story and atmoshpere. I would call it an atmospheric puzzly 3D platformer. I had a couple of different roles within the projects timeline. Designing core systems, abilities and hazards, but also havin responsibily of the testing and QA efforts. In the last stretch of a project I lead a team of mixed disciplines to get the last pieces of gameplay related features into the game as smoothly as possible.
SteamWorld Quest (Image & Form, 2019)

Lead Game Designer, QA Director
The biggest passion project of my career. I have loved card games since forever, to get to develop one was a checkmark on my bucket list. Even though I do not consider this to be the *best* game I made, it was my favourite game to make. I did a lot of design work for this one and did the original prototype/concept for the card game mechanics.
SteamWorld Dig 2 (Image & Form, 2017)

Lead Game Designer, QA Director
I was really excited to get to work on this project since SteamWorld Dig had been such a big success. I got promoted to Lead Game Designer and also QA director, but I practically did about the same type of work as I had done on SteamWorld Heist. Focusing on game systems, but working on most parts not art related.
SteamWorld Heist (Image & Form, 2015)

Game Designer
This was my first project as a professional Game Designer. I was recruited just after the pitch had been made, just as the pre-production started. My main focus was to design the major game systems but I was involved in most things game design; minor game systems, abilities, enemies, equipment , balancing, level design, story, descriptions and sound effects. I also conducted much of the testing.
SteamWorld Dig (Image & Form, 2013)

QA Tester
I got to test the game before release, this was before I was employed, and give my thoughts on it as a new player. After I got employed, I also worked with bug testing the game when porting it to new platforms.
Teaching
LBS Lund
Teacher
LBS is a high school that has a lot of specialized programs, including programs with game development focus. I held a couple of courses in project management, coding and visual design. I also threw in a lot of game design and UI/UX.
Ädelfors folkhögskola
Teacher
Ädelfors folkhögskola is hidden in the woods of lower-middle sweden. They had started a game development course but were missing a teacher. I got in on short notice and on-the-go planned a one year course in game development for young adult students living on campus.
Writing
Spelkontroll/Arctic Gamer
Games journalist