Anders Lindberg
Game designer portfolio
Currently looking for internship for 10 weeks, starting in January 4, 2027
Contacts
About

I'm a diligent and ambitious game designer in the making, with 1,5 years of experience creating games. Having only worked in small teams i've dabbled in all aspects of game development. But my passion lies within game design. To design games to invoke certain atmospheres and emotions in the player, to draw them into a world they can get lost in.
I thrive when given tasks that allow problemsolving, as my main method of work is to ask myself how a problem is solved most effectively, not just taking the most common approach or solution.
I aim to be one of the best, and want to be challenged in tasks that are beyond my ability, to improve my skills and learn everything needed to create the best possible work. All to achieve the goal of one day leading a project built from passion and ambition.
Tools i use
Project pages
Paint The World
A Minor Adventure
Exhibition Escape
Summer, 2026
Role: Lead sound designer and Programmer, 3D artist, Programmer, Level designer, Playtesting facilitator
Contributions: Identified 2 distinct incompatible design directions. This led to a reevaluation of the games vision, and the cutting of several punishing survival elements in favor of positive powerups. The result of this was a more focused vision that better aligned with the requirements of the project, a better understanding of the game design pillars for the team, and yielded a positive response from playtesting with the target audience, children age 9-12. Identified several desires from the target audience during playtesting. Redesigned the level layout and progression, which resulted in less frustration from players and allowed goal oriented players to power through, and explorers to take things at their own pace.
Team size: 4 people
Genre: Adventure, Open world
Platforms: Itch.io and windows
Engine and Tools: Unity, Photoshop and Blender for 3D models and textures, and Milanote for documentation, Waveform 13 for audio
Project length: 4 weeks




Audio design
Through The Vine
Spring, 2026
Role: Lead sound designer and Programmer, Lead Narrative designer/writer, Programmer
Contributions: Recognized an unsuccesful atmosphere and navigational issues from playtesting, which made the game feel unengaging and frustrating. Rearranged the soundscape and emphasized audio cues, as well as adding an "eye" cursor to indicate interactable objects. The former increased tension and the latter helped guide players. Resulted in better navigation, easier understanding of puzzle elements and interactablility of the game.
Genre: Horror, Puzzle, Narrative
Team size: 5 people
Platforms: Itch.io and windowsEngine and Tools: Unity, Photoshop and Blender for 3D assets and textures, Notion for documentation, Waveform 13 for audio
Project length: 4 weeks




Audio design
Paint The World
Winter, 2025
Roles: Lead Designer, Lead Sound Designer and Programmer, Ability programmer, UI and HUD Programmer
Contributions: Spearheaded the main concept of the game. The team wanted to allow players to play the game in their own way. To allow this, and to allow a more organic and believable world- and level design, the main "paint your own platforms" mechanic was created. This yielded immense positive response from playtesters, as it created a unique natural difficulty curve. Novice platformer players and players who wanted to soak in the atmosphere, could use the reliable standard platform to navigate at a slower pace. More adept players could use the bubble platform, which required greater platforming precision, to gain increased momentum and height allowing the player to create their own level of challenge.
Genre: Platformer, Atmospheric, Challenge
Team size: 4 people
Platform: Itch.ioEngine: Unity, Asesprite for Art, Notion for documentation, Waveform 13 for audio
Project length: 3 weeks




Audio design
A Minor Adventure
Fall, 2025
Roles: Lead Designer, Lead Sound Designer/Programmer, Lead Level Designer, Programmer
Contributions: Playtesting revealed a far too demanding difficulty. This, along with level design that caused backtracking, made many playtesters unable to complete the game. To counteract this, more health pickups were placed and overly challenging level design was made more forgiving. Backtracking was removed, by either placing exits at the end of levels, or levels were redesigned to loop around. This made the game more enjoyable to the less experienced players and gave a satisfying finish for players reaching the exit, or surprising them by getting back to the start of the level from an alternate route.
Genre: Platformer, Exploration
Team size: 4 people
Platform: Itch.ioEngine: Unity, Asesprite for Art + assetpack, Notion for documentation, Waveform for audio
Project length: 3 weeks



