SAMUEL // LEVEL DESIGNER STOCKHOLM, SE

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Project breakdown

LineboundShipped on Steam

A local asymmetric co-op puzzle platformer built in Unity over four weeks (GP2, Team of 7), then kept alive and shipped on Steam after the course ended. One player moves. One player creates.

One player moves. One player creates.

One player runs the platforming while the other physically draws platforms into the world in real time. Progress is only possible through communication, so the puzzle is really the conversation between two players. Every level is built around what two people with different abilities can only do together.

Linebound hand-drawn sketchbook level with crayon reveal mechanic
Crayon reveal in action
Linebound level with undrawn platform areas
Undrawn platforms, waiting
Linebound level with robot and broccoli characters
Character cast
Linebound level with bookmark tag reading Linebound
Title reveal
Linebound vertical level with saw traps
Vertical challenge layout
Linebound wide level with alligator and banana characters
Full level spread

Roles and responsibilities

Gameplay & product design · early phase

Defined the core mechanics, game pillars and asymmetric co-op loop with our Scrum Master. As Product Owner, managed scope under real pressure: five designers and two programmers in four weeks meant cutting a stamp mechanic and two extra worlds early.

Level design · mid to late phase

Shifted into level design when the team needed support most. Layouts that teach mechanics organically, readable co-op scenarios, iterated on playtest feedback; level clarity scored 9.6/10 across roughly 30 playtesters.

UI & environment art · throughout

Designed the game's UI and integrated all of our artist's assets in-engine: asset placement and visual cohesion across every level, including ones designed by teammates.

Generalist · as needed

Later shifted into a broader generalist role on the team, covering whatever combination of level design, UI and environment art integration the project needed that week.

Steam release & launch strategy

After GP2 ended, three of us, our Scrum Master, one more teammate and me, took over to bring the game to Steam: full SteamCMD pipeline (VDF configuration, build submission, branch management) and a shared call to launch free-to-keep for the first month, meant to build reviews and visibility before any move to a paid price. My management background shaped how I read and executed it.

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

Unit count is driven by the free-to-keep month against just 264 direct Steam sales; the review and DAU numbers are what I actually track to judge whether the game holds up. Post-launch, I ran achievement-bug support in the Steam community, assessed curator outreach, and evaluated a localization vendor.

View on Steam ↗
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