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Emil Svensson
Level designer

 

Hi, I’m Emil Svensson, a dedicated and self-motivated Level Designer with 3 years of professional experience in the game industry.

I’ve contributed to a "AA" sandbox vehicle-builders and chaotic top-down party brawlers, bringing creative ideas to life through gameplay-focused level design.​​​

Specializations

  • 3D open-world level design

  • Prototyping and building engaging levels across platforms

  • Creative problem solving and out-of-the-box thinking

  • Understanding player agency and behavior

  • Bug fixing and general problem-solving

​​Experience Summary

I’ve worked on two shipped titles as a Level Designer and Game Designer — Trailmakers and Rubber Bandits — plus one unreleased experimental project.

My goal is to continue growing in the AAA game industry, challenging myself creatively and building strong, player-first experiences in collaborative, cross-disciplinary teams.

Professional work

image.png

Role: Main Level Designer
Studio: Flashbulb Games
Platform(s): PC, Xbox, PlayStation
Engine: Unity
Genre: Vehicle-building Sandbox / Adventure

2.0 Pioneers

2.0 Pioneers

2.0 Massive open world map

1.9.5: PVP map

1.9.5: PVP map

Large Archepelego, setup and layout.

1.9 F1 Race track

1.9 F1 Race track

Community beloved race track

1.8, Seasonal events and secret new island

1.8, Seasonal events and secret new island

Seasonal events, small island, thinking outside the box,

1.7 space terrain

1.7 space terrain

Asteroids, set dressing and bug fixing.

​Project Overview

 

Trailmakers is a creative sandbox game where players build custom vehicles to explore a physics-based world filled with environmental challenges, races, combat encouters and puzzles. As a Level Designer, I was responsible for crafting dynamic, traversal-rich environments, creating races and puzzles that encourage experimentation, problem-solving, and creativity.

 

I worked closely with design, art, and programer teams to develop levels that blend open-ended exploration with problem solving gameplay. My design approach focused on sculpting terrain that meaningfully interacts with multiple types of player-built vehicles, supports varied gamemode types and naturally introduced new mechanics through world layout and obstacle design.

Responsibilities​

​

  • Designed and sculpted terrain to encourage unique traversal paths and building challenges.

  • Built modular exploration zones, guiding players without forced direction

  • Integrated interactive elements (ramps, hazards, traversal puzzles) to test vehicle function and creativity

  • Balanced levels for both single-player and multiplayer experiences (PvP focused maps, race tracks and campaign maps)

  • Conducted iterative playtesting, gathering feedback to refine flow, difficulty, and player freedom

  • Optimized layout for performance and readability across platforms

GVAdTBnWsAMb10Q.jfif
screen_3840x2160_2025-02-26_15-46-22.png
screen_3840x2160_2025-02-26_11-57-16.png
c3d8123449041922e77008454cd132e4.png

Role: Main Level Designer
Studio: Flashbulb Games
Platform(s): PC, Xbox, PlayStation
Engine: Unity
Genre: Vehicle-building Sandbox / Adventure

2.0 Pioneers

2.0 Pioneers

2.0 Massive open world map

1.9.5: PVP map

1.9.5: PVP map

Large Archepelego, setup and layout.

1.9 F1 Race track

1.9 F1 Race track

Community beloved race track

1.8, Seasonal events and secret new island

1.8, Seasonal events and secret new island

Seasonal events, small island, thinking outside the box,

1.7 space terrain

1.7 space terrain

Asteroids, set dressing and bug fixing.

GVAdTBnWsAMb10Q.jfif

​Project Overview

 

Trailmakers is a creative sandbox game where players build custom vehicles to explore a physics-based world filled with environmental challenges, races, combat encouters and puzzles. As a Level Designer, I was responsible for crafting dynamic, traversal-rich environments, creating races and puzzles that encourage experimentation, problem-solving, and creativity.

 

I worked closely with design, art, and programer teams to develop levels that blend open-ended exploration with problem solving gameplay. My design approach focused on sculpting terrain that meaningfully interacts with multiple types of player-built vehicles, supports varied gamemode types and naturally introduced new mechanics through world layout and obstacle design.

Responsibilities​

​

  • Designed and sculpted terrain to encourage unique traversal paths and building challenges.

  • Built modular exploration zones, guiding players without forced direction

  • Integrated interactive elements (ramps, hazards, traversal puzzles) to test vehicle function and creativity

  • Balanced levels for both single-player and multiplayer experiences (PvP focused maps, race tracks and campaign maps)

  • Conducted iterative playtesting, gathering feedback to refine flow, difficulty, and player freedom

  • Optimized layout for performance and readability across platforms

screen_3840x2160_2025-02-26_15-46-22.png
screen_3840x2160_2025-02-26_11-57-16.png
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