Oliver Andersson
Level Designer · Game Designer
Combat encounters · Player flow · Gameplay spaces

About me
I’m a Game and Level Designer with a strong focus on level design. I enjoy creating spaces that feel natural to navigate and where players can understand where to go and what to do without constantly being told.
A big part of my approach is player flow, pacing, readability, and visual guidance. I like working with things such as composition, landmarks, points of interest, and level layout to naturally guide the player through an experience.
I especially enjoy taking a level from an early blockout through playtesting and iteration, seeing how players actually behave and adjusting the level based on what works and what doesn’t. Recently, I’ve also been working a lot with combat encounters, designing and balancing spaces around enemies, hazards, and gameplay systems.
Outside of game development, I enjoy esports, cooking, and spending time outdoors. I often find myself paying attention to how real places are structured and how people naturally move through them, which sometimes ends up becoming inspiration for my level design.
Design & Level Design Philosophy
I believe good level design should help players understand a space naturally. I like using layout, composition, landmarks, and points of interest to guide the player without relying too heavily on UI or explicit instructions.
When designing a level, I usually start with readability and player flow, then build pacing and challenge around the game’s mechanics. I want spaces to have a clear purpose, whether that is guiding the player, creating an interesting combat encounter, introducing a mechanic, or giving them a meaningful choice.
Playtesting is also a big part of how I work. I try not to assume that something is clear just because it makes sense to me as the designer. Seeing how someone actually plays the level is usually what tells me what needs to change.
In practice, this means:
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Guiding players through layout, landmarks, and points of interest
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Building clear player flow while still allowing exploration and choice
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Designing encounters around enemy placement, hazards, space, and timing
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Using level layout to support and reinforce gameplay mechanics
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Playtesting, identifying problems, and iterating based on how players actually behave
