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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.

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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.

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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.

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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.

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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.

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Thank you.

Tim Andersson

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