Professional Work


Crusader Kings 2

Role: Outsourced Scriper

Description: I returned to Paradox Interactive as a freelancer, implementing and designing challenges used for Featured Rulers -- Historical rulers with three trials for players to overcome when playing as the ruler and their dynasty.


Paradox Development Studio developed Crusader Kings 2 and published by Paradox Interactive AB.

Crusader Kings 2: Holy Fury

Role: Content Designer & Additional Programming

Description: For Paradox Interactive's DLC of Crusader Kings 2, Holy Fury, I wrote a couple of events for pagan characters and helped out on the bug-fixing front in C++.


Paradox Development Studio developed Crusader Kings 2 and published by Paradox Interactive AB.

Crusader Kings 2

Role: Junior Game Designer

Description: For Paradox Interactive's A/B-testing of Crusader Kings 2 in 2018, I wrote the majority of the texts which describe what the different DLC contains.


Paradox Development Studio developed Crusader Kings 2 and published by Paradox Interactive AB.

Pillars of Eternity: Complete Edition

Role: Junior Game Designer

Description: Description: I stepped in for a short period to help the team at Paradox Arctic with the porting of Pillars during the summer of 2016 as a Junior Game Designer. I came up with proposals of UI changes and gameplay controls for porting the game from PC to Consoles.


Obsidian Entertainment developed Pillars of Eternity, and Paradox Interactive AB published the game.

Paradox Arctic developed the console port.

Stellaris: Console Edition

Role: Junior Game Designer & Additional Programming

Description: For the console porting of Stellaris, I documented design solutions for gameplay and UX.


Stellaris was developed by Paradox Development Studio and published by Paradox Interactive AB

The console port was developed by Tantalus Media.

Homefront: The Revolution

Role: Junior Technical Designer

Description: I began my employment at Deep Silver Dambuster Studios in January 2015 as a Junior Technical Designer. There we used CryEngine to develop Homefront: The Revolution. I learned how to use the visual scripting system for the engine, Flow Graph, as my tasks required me to create gameplay prefabs.


Dambuster Studios developed Homefront: Revolution and Deep Silver published the game.