Futuregames, Stockholm
Level Design programme. Worked across a Stockholm + Karlstad student cohort on Post Drone and Tenebrosity, the latter as Project Owner.
Storytelling is my life, and I've looked for ways to tell stories since I can remember.
That instinct is what pulled me toward level design — it's the discipline where narrative, systems, and space all have to agree with each other. Whether it's a solo blockout or a team project built around an accessibility-first control scheme, I care about whether a space makes the player feel the thing it's supposed to make them feel.
[Pablo — this is pulled from fragments I could find of your site (couldn't fetch the full page, it blocks scraping). Replace this paragraph with your real bio — background, studies, what you're currently doing.]
Off the screen: I'm the one with the knife on their face — long story. I was also in the play "Titus," Mexico, 2019.
Level Design programme. Worked across a Stockholm + Karlstad student cohort on Post Drone and Tenebrosity, the latter as Project Owner.
Solo blockouts and prototypes, including The Facility, a Control-inspired single-player combat encounter in Unreal Engine.
This section is a placeholder — replace with real dates and roles from your CV.
Your site mentions "some of my favorite games are:" but I couldn't recover the actual list — it was cut off in what I could access. Fill in the real list below (I've left the structure ready to go).