SAMUEL // LEVEL DESIGNER STOCKHOLM, SE

Level designer.
Generalist by nature.

I'm Samuel, a level designer at FutureGames Stockholm. I design levels through blockout, playtest and polish, and when a project needs it, I move just as comfortably into product ownership, QA or engine work. My projects range from co-op games built around moments that only work when people play together, to a solo-run movement platformer built around speed and mastery.

Unreal Engine 5 Unity Blueprints Product Ownership Steamworks / SteamCMD Perforce

P.R.O.S. · on itch.io · Steam coming soon

Linebound · shipped on Steam

Ryft · in development

Ryft first-person gameplay, VHS-filtered synthwave corridor with speedzone and grapple reticle

Selected work (01/03)

Three projects,
three different jobs,
one process.

P.R.O.S.

On itch.io
Full title
Planetary Resource Operations Systems
Genre
4-player co-op extraction shooter
Engine
Unreal Engine 5 · Blueprints
Team
10 people (Team 10): 4 designers, 3 programmers, 3 artists
Duration
7 weeks (GP3, FG25)
Platform
itch.io · Steam coming soon
Network
Listen server · Steam networking
Tools
Perforce · Trello
My role
Game, Level & Tech Level Designer

A PS1-styled 4-player co-op extraction shooter built in Unreal Engine 5, with destructible, interactible environments players read and exploit mid-run. I owned level design across all three maps (HQ, Pipori Prime, Veldra-9) from sketch to final, prototyped core systems in Blueprints, and shipped three concrete playtest-driven fixes along the way.

View on itch.io ↗ Read more →
Linebound, hand-drawn sketchbook level with crayon reveal mechanic Linebound level with bookmark tag reading 'Linebound' Linebound wide level overview, sketchbook art style

Linebound

Shipped on Steam
Genre
2D local asymmetric co-op puzzle platformer
Engine
Unity
Team
7 people (Team 7): 5 designers, 2 programmers
Duration
4 weeks (GP2, 2025) + post-launch support
Platform
Steam (free-to-keep launch, May 31)
Tools
Steamworks · SteamCMD
My role
Product Owner · Game & Level Designer · UI/Env Art

One player moves. One player creates. One player runs the platforming while the other draws platforms into the world in real time, so the puzzle is really the conversation between two players. Progress only happens through communication. Built in four weeks: gameplay and product design first, then a shift into level design when the team needed it most, UI and environment composition throughout, and a Steam release after the course ended.

339K+lifetime units
85%positive (132 reviews)
67daily active users
1,962+wishlists

Units reflect a deliberate free-to-keep launch month; reviews and DAU are what I track to judge whether the game actually holds up.

View on Steam ↗ Read more →
Ryft first-person gameplay, VHS-filtered synthwave corridor with speedzone and grapple reticle Ryft onboarding greybox level with mantle, grapple, wallrun and speedzone elements Ryft greybox layout of a larger level with wallrun surfaces, speedzones and grapple points

Ryft

In development
Genre
First-person synthwave movement platformer
Engine
Unreal Engine 5 · AngelScript
Team
6 people (Team 9 — Moving Crew): 3 designers, 3 programmers
Duration
GP4, FG25 · continuing post-graduation
Platform
Steam — store page coming soon
My role
Level & Onboarding Designer

Mantle, double jump, dash, wallrun, slide and grapple, all drawn from one shared resource pool — run a level, learn it, run it faster. I owned the onboarding sequence and level layouts, driving every change off around 26 documented playtests rather than my own assumptions, through a production where the movement itself kept changing under me.

26playtests run
8mechanics onboarded
10→6Intro levels, consolidated
Steamstore page coming soon
Read more →

How I work

One project,
whatever hat it needs.

DESIGN

Systems & levels

From asymmetric co-op puzzles to level layouts and interaction systems that keep hand-crafted four-player maps tense and replayable.

PRODUCT

Product ownership

Scoping, store pages, launch strategy, community replies: the unglamorous work that gets a game out the door.

ENGINE

UE5 & Unity

Blueprint architecture and skeletal mesh setups in UE5, C# in Unity, and always glad to pick up a new engine or language when a project calls for it.

QA

Testing & debugging

From achievement bug reports to engine-level crashes, I find the problem and see the fix through.

Skills

What I bring
to the toolbox.

Home turf is Unreal Engine 5 Blueprints (component architecture, timeline-driven animation, data-table-driven logic) with Perforce. Coming from Unity and C#, I pick up new engines and scripting languages quickly, and genuinely enjoy the ramp-up. Beyond the engine: the full Steamworks / SteamCMD pipeline, product ownership and scope management as a PO, and structured QA with test plans and JIRA. My management background also shapes how I read launch decisions: Linebound's free-to-keep window was a call three of us made together after the course ended, and I read the Steam analytics against it afterward.

Blueprints Open to new engines/tools C# Perforce JIRA · Trello Steamworks / SteamCMD Scrum / PO Launch & marketing strategy

Other projects

Smaller builds,
same standards.

QA · GP2

Gracebound

Hack-and-slash student game by a different team; not part of the development team myself. QA tester for one course term, with a defined scope (animations, VFX, cutscenes): built the QA test plan and delivered a QA report based on real JIRA ticket data.

View on itch.io ↗
DESIGN · GP1

Dreamy Pastures

Cozy Unity puzzle game for children, set on floating sky islands. NavMesh setup, post-playtest level redesign and fog/haze post-processing.

View on itch.io ↗

About

Trained twice,
built for range.

I studied Game Design & Management (B.A.) at Fresenius in Berlin, Germany, pairing game design with marketing, project management and business administration, before joining the diploma program at FutureGames Stockholm. It's why product ownership comes naturally to me. What pulls me forward is curiosity about how people play together: shared screens, shared goals, asymmetric roles.

My education in Germany was genuinely generalist: programming, art, 3D art, marketing, business and design courses side by side. FutureGames Stockholm is where that narrowed into design specifically, and I'm currently pushing further into the technical side with an eight-week course focused entirely on systems and tech design. That range is also why I'm not narrowing my search to level design alone: I'm looking for a game design internship more broadly, wherever a team needs someone who moves comfortably between level design, systems and tech design, product ownership and QA.

Based in
Stockholm, Sweden
Program
FutureGames · FG25
Degree
B.A. Game Design & Management (Berlin, DE)
Languages
German · English
Status
Open for internships (LIA)