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IN DEVELOPMENT

BPG is a small but ambitious, level-design-driven studio based out of Stockholm, Sweden,

I've been responsible for producing key areas for the studios vertical slice level, from intial greybox, all the way to polished environments with scripted events, dialogues, combat areas and exploration zones. I've taken full ownership of existing greybox areas and refining art, pacing, and scripted gameplay events.

CINEMATIC INTERACTIONS

Another key aspect of my responsibilities has been the project's cinematic experiences: when and where we remove control from the player, how the handoff between gameplay and cinematics feels and develpoment of the inhouse system supporting this, and how we ensure cohesive and polished camera work during slow-paced exploration or high-intensity combat.

Pink Poppy Flowers

OPTIMIZATION
& LIMITATIONS

Building large dynamic environments is hard.

Building large dynamic environments with smooth performance is harder.

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World Partition, data layers, level instancing, texture compression, and lighting complexity are just some of the core limitations that play a crucial part in the worlds we build.

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In constant dialogue with tech and art, we push and develop pipelines and in-house solutions for maximizing visual fidelity while keeping frame rate and performance high.

I'm knowledgeable about performance debugging and optimization, and I understand that limitations have to be considered from day one, not treated as housekeeping debt.

A MOVING WORLD

A large portion of my work has been to script and animate dynamic world events where the player's actions directly impact the world around them.

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Using Unreal Engine's level sequences and GamePlayAbilitySystem has been central to collaborating with both the tech and sound departments to create an immersive and reactive world instead of a static backdrop.

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