
Absolute Shipshow
Contribution
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Level Design: As the sole level designer on the team I designed a dynamic level despite a static layout.
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Product owner: Provided a clear vision and thorough documentation for the team.
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Visual Scripting: Designed and iterated on the environmental combat objects using Blueprint.
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Prototyped: Collaborated closely with the system designer Kasper Enwall to build a sandbox that supports player creativity.
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Teamwork: Addressed challenges of low contribution and toxic behaviour within the team.

Working with constrains
Since I only had access to a single ship model rather than modular pieces, I had to find creative ways to work within these constraints. To keep the layout dynamic, I designed blockages that cut off different parts of the ship. These obstacles spawn in varying combinations, encouraging players to adapt their strategy.

Changing the Scenery
To signal the sinking of the ship, I used a timeline and blueprint setup that tilts and shakes the ship as a new one spawns. This communicates the event clearly to the player, forcing the player to abandon the ship and continue forward.
To add challenge and variety, I designed randomly spawning weather conditions such as rain, night, storms, and fog and worked closely with the programmer implementing it. The changing conditions has a direct affect of the gameplay and alters the environment.

Constant change
Keeping scenery engaging and immersive, encouraging the player to adapt to ever-changing situations.
Interactable Combat Design
The ship is equipped with different combinations of interactable combat objects that encourage players to experiment with varied solutions and strategies. Instead of relying on a large number of assets, I wanted to fully explore each objects possibilities. This approach keeps encounters engaging while ensuring every element on the ship serves a clear purpose in shaping player choice and combat flow.

Interactable Combat Objects
My design focuses on maximizing gameplay value from a small but meaningful selection
Technical Execution
Falling Rack Blueprint
Cannon Blueprint
Cargo Sack Blueprint

Interactable Combat Objects
My design focuses on maximizing gameplay value from a small but meaningful selection
Take aways
Player Discovery
My design philosophy was to let players uncover interactable objects and mechanics in the middle of the chaos. This creates moments of satisfaction and mastery as players discover new strategies on their own.
Manageable Scope
With limited contributions from the team, we had to make drastic cuts. Learning to reduce scope at the right moment—and to maximize what remains—was one of my most important lessons.
Pushing Limits
I learned to focus on what drives the project forward and let go of features that don’t add real value.
Documentation
I discovered the importance of thorough documentation. Putting in extra effort here not only saved time later but also gave clarity and structure to the whole team.
Leadership
This project shaped my view of the leader I want to be: setting a clear vision, giving space for initiative, and stepping in with support when needed.
Teamwork
A strong work ethic and the shared will to create something meaningful are more valuable than any individual skill.
Sharing the Burden
Low contribution and toxic behavior are challenges that can’t be solved alone. Sharing responsibility and addressing issues together is essential.






















