



Elias Bernmarker
Level and Gameplay Designer
My Projects
3D ARPG in Unity
Level & Gameplay design
2D Platformer GGJ 2022
Gameplay programmer
3D Arcade Game jam
3D Assets
Strategy Card Game
Game design
48 hours
6 weeks
4 Weeks
48 hours
Game design student with a passion for level and gameplay design.

Hi there!
I am Elias, a game design student from Stockholm, Sweden.
A passion for games has always been present in my life but has more recently become a career aspiration. I early noticed patterns and systems in games, which sparked my interest to create, develop, and improving them with my own ideas. My specialty is level design and gameplay design, both of which I am very passionate about. I design levels with intention and invisible choices that give the player a sense of purpose. For those experiencing my gameplay designs, I always try to create a feeling of fluidity and consistency.
I value transparency and precision in my work process, which is why I always write design documentation and encourage it from my teammates. This improves both workflow and communication with my team. In projects, I am a great coordinator. I prioritize communication and structure, constantly making weekly or daily goals. Problems, whether it be a mental block or clashing design, inspire me. I always want to find new and creative solutions in order to find that final "click".
My strategies and tricks
My tricks for problem-solving
My best trick for problem-solving is to go on a walk, to get a new perspective and a fresh mind. If that doesn't work, I break down the problem into smaller, more manageable pieces. I try new angles and keep an open mind.
How do I come up with ideas?
Ideas find me everywhere - in the shower, when I'm cooking, or in my dreams. I document all (and I mean all) my ideas on paper to get a visual overview. I never get too attached to an idea though, sometimes you have to know when to let go.
What is my favorite video game and why
My favorite game is Kingdom Hearts. I am drawn to the combat system that is relatively simple but can be built upon and changed with abilities to feel different and even more advanced. The level design contains straightforward platforming and easy-to-navigate areas, the enemy placements and large areas to fight in make it very satisfying to play. Each "world" is unique and this has inspired me as a designer to make unique levels in my work.