The following projects is subject to an NDA. While I have permission to share portions of my work, certain IP-related details (e.g. lore, gameplay) have been excluded or altered. The work shown are my personal contributions unless stated otherwise, and does not represent the full scope or vision of the original projects. Also note that this is a work in progress and not final.

Infinite Mana Games

Infinite Mana Games

Introduction

At Infinite Mana, a Malmö-based studio built around AAA industry veterans, I had the opportunity to contribute to two unannounced projects during my internship. My mentors were Tommy Norberg and Niklas Briselius.

“Project Expeditions” was an action-RPG where my primary role was that of a level artist, bridging the gap between level design and art direction. I also got to do a fair bit of level design exploration.

Following studio layoffs and restructuring, we started our new rogue lite project “New Beginnings”. With a reduced team, I took ownership of level art and became responsible for set dressing, lighting, and material tweaks, while also level designing some important parts of the game. Deadlines were tight and it was important to wear multiple hats.

I aim to present things I was responsible for, but this is still a team effort, supported by my leads, mentors, and other team members.

Public concept art for Expeditions. For context only.

Specifications

  • Internship between September 2024 and March 2025

  • Main tools: Unreal Engine 5, Blender, Photoshop

  • Other: Perforce, Miro, Slack, Jira

My contributions

  • Level Design blockout and whiteboxing
    Built playable spaces with a focus on player movement and guidance, while keeping metrics under control.

  • Prefab creation
    Made several types of "level instances" to help the team build and iterate faster across both projects.

  • Modular kit blockouts in Blender / Unreal
    Created modular kits for different biomes. Worked with artists to support both gameplay and art goals.

  • Level Art
    Responsible for modular and prop set dressing and material iteration.

  • Lighting preset creation and lighting passes
    Created reusable lighting presets and made lighting passes to define mood, atmosphere, and highlight areas.

  • Game mode exploration
    Helped explore ideas for new game modes, testing their feasibility and sharing feedback with the team.

Contribution examples

Prefab creation

One of my first tasks for Project Expeditions was to create level instance prefabs to speed up the level design and level art process. This involved kitbashing assets into new ones and designing environment clusters that maintained a visual cohesiveness.

I collaborated with my level design lead and mentor, as well as the art director to balance gameplay and aesthetics.

Without occlusion culling, Extra care was taken to avoid clipping, and ensure player visibility from all angles.

Level design

I explored a new game mode, focusing on forward motion and platforming, a future biome, and on important player areas which were later implemented.

Much is left out but can be discussed upon request.

The image below showcases my work in various areas. Here I was responsible for the modular kit blockout in Blender, the lighting, a quick dressing pass, and material tweaks to push a certain style

Set dressing (and lighting)

For "New Beginnings", I was responsible for modular and prop set dressing. Often, a small level design pass was done (avoiding breaking the playable space) before moving on to bring levels closer toward completion.

The examples show areas where I also handled the lighting, as it went hand in hand with the process. As we did not use Lumen, a traditional lighting approach was used, adding reflection captures, bounce lights, etc.

Responsible for composition, level art, and lighting

Lighting presets

I created a series of lighting/weather presets to be used across multiple levels. Goal was to easier maintain visual cohesivenes while also saving time during the development process. I used existing VFX.

Modular kits

I worked on two modular kits to support our pipeline. For the first kit, an existing kit blocked out in Unreal was used, in which I added new modular pieces and blocked out everything in Blender. For the second kit, I owned the initial art direction, created blockouts in Blender, imported them in Unreal, and built a test level to ensure everything worked as intended.

This helped handoffs between disciplines, as our artist could start to work directly in Blender, knowing our needs and metrics.

Reflections

After losing my mentor and half the team due to layoffs, I suddenly had to take on far more responsibility than is typical for an intern (I think!). At the same time, I was happy that the studio trusted me to step up and believed in my skills. Both my mentors pushed me to embrace a "good enough" philosophy to meet the tight deadlines.

As one of the few artists left on the team, I took on a bigger role in shaping the game’s visuals. My focus was on supporting the art direction, ensuring visual coherence. In addition to my work as a level designer and level artist, I got to increase my skills in terms of modeling, lighting, and material creation; areas I didn’t expect to explore as an intern. Working with lighting was particularly rewarding. It was a nice mix of aesthetics, problem-solving, performance considerations, and creating setups that could be applied across multiple levels. It’s worth mentioning that I took an online course specifically to speed up my learning process in lighting.

I improved at delivering polished content under pressure, and I believe I contributed a lot in both design and art pipelines. Experiences that will be valuable in future roles.