

Gnomageddon
Mobile Puzzler
Summary
Take control of a band of gnomes, each with unique abilities, as they plot to ruin the Christmas spirit of children worldwide. Strategize and utilize the gnomes' special powers to overcome challenging levels and outsmart Santa's defenses, putting an end to his tyranny!
Project Overview
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Production time - 6 weeks half-speed
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Made in Unity Engine
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Team size: 15
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3 Level Designers
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3 Game Artists
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3 Procedural Artists
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6 Game Programmers
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The Game Assembly Assignment

Showreel
Development Process & Reflections
Gnomageddon is the second game that I made as part of my education at The Game Assembly. As such, we were still getting accustomed to the way in which group projects are laid out there. I, along with a fellow level designer, took on the roles of project coordinator, and it was a lot of fun doing my part in reaching the final product, which amazingly made it all the way to Swedish Game awards as a nominee for best mobile game. Though we sadly did not take home the win, it was still an incredible experience getting to be there.
In terms of work, my main task was creating interesting, interactive puzzle levels. In order to help out with this, I initially set up a tool for all of the level designers, allowing us to essentially paint the (3D) levels using a grid based system in Unity, Rule Tiles. I worked closely with the programmers to figure out ways to implement the games' mechanics, and finally helped our game artists with set dressing.


Slime & Dime
Time-Trial Slime collection
Summary
Combine adorable slime creatures to evolve them into new forms. As you progress, you'll discover a wide variety of slimes, each more fascinating than the last. The game offers a captivating blend of strategy and discovery, challenging players to think ahead and optimize their merges to achieve the highest level of evolution.
Project Overview
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Production time - 48 hours
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Made in Unreal Engine
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Team size: 3 - Made with
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The Game Assembly
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Game Jam
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"Best Gameplay" award
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Showreel
Development Process & Reflections
For my first game jam at The Game Assembly, I teamed up with two amazing classmates to create what I think is my favorite multi-developer game project of all. During a timespan of just 48 hours, we worked tirelessly to create this little masterpiece fitting the theme of "Combination".
As time was of such essence, we got right down to the nitty gritty planning what we wanted to make, landing on something in-between Slime rancher and Cow Evolution.
My main contributions to the project was creating the base for the slimes, as well as the upgrade shop where the player could bring coins to unlock cool new boots, goggles and gloves, all with unique perks aiding in collecting and combining the slimes roaming the beautiful level.
At the end of the game jam, we had spent an unhealthy 38 out of 48 hours actively working on the project. While crunching is nothing to brag about, I think it accurately represents the whole team's genuine passion for making this game the best that it could be within the time frame.

Fit-Right-In
Game Show Experience
Summary
Shape-shift your way through crazy wall cutouts in this fast-paced game show! Twist, stretch, and squeeze to avoid getting pushed off the stage! Will you take the top spot in the most prestigious game show in the universe and be among the greats? Come see if you Fit, Right, IN!
Project Overview
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Production time - 48 hours
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Made in Unreal Engine
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Team size: 10
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2 Game Designers
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2 Tech Designers
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3 Game Artists
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2 Tech Artists
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GMTK Game Jam 2024
Showreel
Development Process & Reflections
Fit-Right-In is my second game jam at The Game Assembly – The GMTK Game Jam 2024! With a theme of "Built to scale", our challenge was to figure out a fun game which used scale as a central part, but in our own way. The result is a game inspired by a Japanese game show style challenge called "hole in the wall" in which the contestant has to arrange their limbs in a way that will make them fit an oddly-shaped hole in a wall coming towards them. If you fail and the wall breaks or you fall into the water around the play space, you lose!
As time was very limited, we kept planning short and started working with the plan quickly. My main contribution to this project was figuring out flaws in the game design as they arose, set dressed the arena with the beautiful pieces made by our game artists and made sure to help out with any bugs that showed up before release. Though it's still not perfect, we decided to put a little bit more effort into getting the major issues fixed after the game jam was up. My role from then on was on the technical issues that persisted, where I mainly fixed the collision issues we had with the walls, sometimes allowing the player to go right through them.
It can be found on Steam under the same name.

The House on Top of the Mountain
2D Metroidvania
Summary
Play as Seyra, and enter the mysterious house on top of the mountain. Seyra is a young woman in search of the whereabouts of her grandfather who mysteriously disappeared when she was young. Explore the house and discover what secrets it holds. Face your fears as you encounter enemies and unlock new abilities through scattered equipment.
Project Overview
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Production time - 8 weeks
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Made in Unity Engine
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Team size: 6
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3 Game Designers
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3 Game Artists
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Södertörn University Assignment
Showreel
Development Process & Reflections
In the second year at Södertörn University, we got to create our at the time biggest project. Our mission was to create a game as close to a metroidvania as possible, using the assets we had. As we were only six people, I took on the role as lead level designer and made all but one of the five levels that this game has to offer.
I am most happy with the onboarding and tutorial, using "ghosts" to show the player how they can move, reusing sketches of the player character's moves. Without putting extra load on our graphics team, I used assets already created and made a fun and intuitive tutorial which feedback showed was very appreciated.

Spores of Malice
Bullet Hell Dungeon Crawler
Summary
Possess a mushroom to begin your journey to restore your soul. Make him run, dodge and shoot his way through the forest to find the shards of your soul and regain your strength, allowing you to claim revenge on the wizard who broke you
Project Overview
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Production time - 5 weeks half-time
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Made in The Game Engine (TGE)
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Team size: 12
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3 Level Designers
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6 Game Programmers
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4 Game Artists
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The Game Assembly Assignment
Showreel
Development Process & Reflections
Spores of Malice is my likely favorite game created in a larger group. In Spores of Malice, you play as a gun that has taken over the host, a little mushroom named Bob.
Though we were technically three level designers creating this piece, due to personal reasons one was unable to take part in a large portion of the process. As such, we had to be agile in who did what and scoped the levels accordingly.
With effective work, we were able to playtest relatively early on in the process. This meant we had a lot of time to perfect the difficulty according to the assignment directions as well as what was fun and fair. I ended up adding a modified version of the rule-tile system that I used in multiple earlier projects, as it streamlined our work and allowed us to do the "paper designs" in engine instead, which according to me is a much quicker process, allowing for more iterations before deciding on the final layout to be set dressed.

Beast
Atmospheric Platformer
Summary
In a dystopian world, our shapeshifting protagonist, born from twisted experiments needs to find their way home, facing constant dangers along the way.
Project Overview
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Production time - 12 weeks half-time
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Made in The Game Engine (TGE)
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Team size: 14
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2 Level Designers
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6 Game Programmers
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4 Game Artists
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2 Procedural Artists
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The Game Assembly Assignment
Showreel
Development Process & Reflections
The production of Beast was a little shaky. We had a bit of issues getting functionality into the game, and as a level designer we then had to figure out how to use our time in the best way possible. We ended up putting most of the hours into set-dressing, and I am quite happy with how the levels turned out visually considering the quite harsh restrictions put on us.
As the project coordinator of our group, I ended up putting a lot of time running around between the different disciplines, making sure to keep everyone in the loop throughout the whole process. While the game ended up lacking a bit in the functionality department, it was a very rewarding experience getting to coordinate and do what I could to make it the best it could be.


Art of the Dead
First Person Zombie Shooter
Summary
Survive the night in a cursed art museum where zombified statues come to life! Fight through waves of stone-cold horrors, and uncover the mystery before you become part of the collection.
Project Overview
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Production time - 15 weeks half-time
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Made in Fraktal Oktav (Proprietary)
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Used Unity as a level editor
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Team size: 16
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3 Level Designers
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7 Game Programmers
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3 Game Artists
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3 Procedural Artists
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The Game Assembly Assignment


Spite: Heart of the Factory
Diablo-Esque Adventure
Summary
Enraged by humanity's misuse of her power, the Astral God Kamara descends from her mountain. Use her celestial abilities to put an end to humanity's corruption!
Project Overview
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Production time - 10 weeks half-time
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Made in Muffin Engine (Proprietary)
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Blender used partially for level design.
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Team size: 17
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3 Level Designers
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7 Game Programmers
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4 Game Artists
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3 Procedural Artists
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The Game Assembly Assignment
Showreel
Development Process & Reflections
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This game still in development. Project Coordinator Level Design Set Dressing Playtesting QA
Emil Bokstam Wilhelm
I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 23rd. Any internship offers can be made on May 5th, at the earliest.