Hi! I’m Søren.

I’m a Game Designer specializing in Gameplay and Systems Design. I'm about to finish my studies at Futuregames in Stockholm, Sweden, and I’m looking for an internship where I can grow as a designer and hopefully provide some value for you and your company.

As a designer, I emphasize curiosity, experimentation, and iteration to create satisfying and cohesive experiences for players, whether that be in the moment-to-moment gameplay, or

I firmly believe that every development team needs three essential components to make awesome games that people will enjoy: strong collaboration, open communication, and Boundless curiosity.

For any company that is seriously considering me as a candidate, please be aware that I am not currently in a position to relocate outside the Stockholm area.

Portfolio

FleshBound

FleshBound is an action-packed first-person parkour shooter in which you and your parasite buddy run, dash, wall-run, and grapple your way through the depths of hell, making the monstrous denizens in your way go splat on your way to freedom.

It is incredibly humbling that this game has received multiple awards from the Swedish Game Awards and Futuregames Awards.

I am also very proud that the game has been played by thousands of people all over the world on Steam.


Duration: Seven Weeks

Project Type: Group Project

Engine: Unreal Engine 5


Focus:

Gameplay Systems,
3Cs,
Tools, Blueprints, C++ code

My Role:

Tech-, Systems-, Gameplay Design, Design Lead (First Half of development)


This prototype was made as an assignment for our Multiplayer course.

I wanted to create a tab-targeting system that works similarly to those in games like Final Fantasy XIV and World of Warcraft. To go along with that, I made four playable classes with two abilities each, as well as a basic Enemy AI.

Each Character has a set of attributes that can be balanced as needed. These include attributes like Health, Mana, Crit Chance, Attack- and Spellpower.

P2P Multiplayer Prototype

Duration: Three Weeks

Focus:

Peer-to-Peer Multiplayer,
Player Abilities,
Tab-Targeting,



Project Type: Solo Project

Engine: Unreal Engine 5

My Role:

Solo Developer


This prototype was made as an assignment for our Advanced Game Design course.

We were tasked with creating a Boss Fight feature for a hypothetical game in “active development” but was missing a key gameplay feature to serve players who want challenging encounters.

We knew from the beginning that abilities would play a big part in this feature. As such, I decided to learn the fundamentals of Unreal’s Gameplay Ability System, which we utilized for this prototype.

Boss Feature Prototype

Duration: Three Weeks

Focus:

GAS Framework,
Team member Check-ins



Project Type: Group Project

Engine: Unreal Engine 5

My Role:

Technical Designer,
Feature Owner


Other Work

This section is meant for more experimental pieces or very early concepts. It will likely consist mostly of text, without many visuals.