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Programmer and Level Designer specialized in feature design and implementation. With a broad set of skills I can effectively see projects and tasks through from start to finish.

Background
Having been hooked on games as long as i remember I have naturally pursued a career in game developement. After graduating high school with an art degree I worked on building a career as a game graphical artist while studying Japanese at Lund university and working various service and labour jobs. 
I pivoted toward game design after a junior game designer internship 2018 and taught myself C++ and UE4 blueprint scripting on my free time.

2020 my Level design application was accepted by The Game Assembly and I have since then had the opportunity to thrive in a professional environment with like minded colleagues. During my time as a level design student I have actively chosen to avoid shortcuts and take the rough path in order to learn as much about many things as possible. Through this curious mindset I have broadened my horizons and picked up on skills I would otherwise not have, such as elementary animation, building gameplay frameworks and efficiently 3d modeling crude assets. This holistic understanding has been especially advantagous when communicating interdisciplinarily.

In my game development projects I usually take on the task of building bridges and implementation pipe lines between disciplines and develop work strategies and plans for level designing. Throught documentation and conversation I like to try to find out what works best for everyone.

I have been known to push the scope and ambitions of my teams during game development, and I am told that my thoughts and solutions are especially appreciated during meetings.

Thank you.

Tim Andersson

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