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Marcus Lindberg

Level Designer

Email:

Date of Birth:

December 7th, 1991

Location:

Stockholm, open to relocating

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A Bit About Marcus "Määäk" Lindberg

For the past five years, I’ve been pursuing game development with focus and conviction, after realizing it was not only a legitimate career path but one that fit me perfectly. I bring a strong attention to detail, a trained artistic eye, and a constant drive to improve. Even before formally entering game development, I was the person in my friend group who instinctively analyzed design choices and discussed theoretical solutions to design flaws.

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Alongside my game development journey, I bring over a decade experience from sales and leadership roles. This background has shaped me into a strong team player with a people-focused mindset and the ability to adapt quickly to new environments and challenges.

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Over the past few years, I’ve gained valuable hands-on experience as a level designer and have been fortunate to learn from talented mentors who helped shape both my design thinking and professional approach.

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Outside of development, you’ll usually find me climbing, spending time with my French Bulldog, or enjoying game nights with friends.

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I have a particular love for immersive sims and a love–hate relationship with horror games. Some of my favorite titles include Dishonored, Metal Gear Solid, Half-Life, Alan Wake, Control and Ape Escape.

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My competitive and “min-max” tendencies also show through in my gaming habits—I’ve invested the most time in Rust, Path of Exile, Diablo, League of Legends, and World of Warcraft, where I previously served as a high-end mythic raidleader and guild officer.

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At heart, I’m a dedicated and positive creator with a background in photography and traditional art, who has finally found a true passion and a career worth pursuing.

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And yes—Ape Escape is criminally underrated.

Dev Experience

Sep 2024 -

Nov 2022- June 2023

Sep 2021- Nov 2022

2021

Currently studying at Futuregames to keep my development skills fresh and up-to-date!

Level Designer at Dimfrost Studio, I had the privilege of working alongside a talented team with big hearts.  Although Dimfrost has unfortunately shut down, the memories and lessons will be irreplaceable.

Started studying at Valla Game Education, Linköping.
Mentorship under Sebastian Stark (Starbreeze Studio) for Level Design

This is where my journey begun, learning the basics of Unreal and Unity. Started out focusing on 3d, and art as it was close to my traditional art background.

This outlines my typical design process, while recognizing that every project comes with its own requirements, constraints, and challenges. Adaptability is key—my focus is always on staying flexible and finding the right solutions for the specific needs of each project.

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Foundation

  • Research

  • Design goals

  • Restrictions

  • Beats

  • Paper design

Blockout

  • In-Engine Blockout

  • Composition

  • Questions​

  • MVP

Iteration

  • Playtesting

  • Problem-solving

  • Defining beats

  • Changes

Result

  • Ready for deadlines

  • ​Playable

  • Defined

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