Erik Bengtsson
Game Designer & Level Designer
Group Projects
Speedrunners (2013) Curated workshop maps

Designing levels for speed, competition & replayability
I designed two community maps for SpeedRunners:
Citadel and Aztec, which were selected for the game's curated Workshop pool and made available in ranked play.Designing for SpeedRunners taught me to think about level design through player flow, routing, momentum, risk/reward and competitive balance, while iterating based on how real players approached and raced through my levels.
Gnuts is a 2D movement platformer where you play as a hopping gnome who builds speed through consecutive jumps. Inspired by movement systems such as bunny-hopping in Counter-Strike and Quake, the game turns momentum into a core part of both movement and level traversal.As Gnuts gains speed, his movement options become more powerful. Higher speeds allow for stronger wall jumps, while precise timing lets players chain different jump techniques together to maintain momentum and navigate increasingly demanding platforming challenges.
Designing Movement Around Momentum
The Core MovementGnuts is built around responsive controls and momentum-based movement.Direct horizontal movement keeps controls immediate and predictable, while consecutive jumps allow players to build and maintain speed.Momentum also affects other mechanics, such as wall jumps. The faster Gnuts moves, the more powerful his wall jumps become, rewarding players who preserve their speed.
Visual & Sound effects to communicate jump states
Gnuts' movement system is built from several different jump states and techniques.I use sound and visual effects to communicate what is happening, allowing players to understand their movement through feedback.
Bunny hopping
Core mechanic to build up momentum
Jumping while holding a direction gives a slight speed boost
Sparks particle plays from Gnuts' feet
Feedback: Higher jump SFX pitch layered with another ground sound
Buffer jump inputs
Helps with precise platforming challenges
No extra speed when b-hopping or extra height when wall jumping
Doesn't push Gnuts away from the wall making it easier to climb up
Feedback: Normal jump SFX & VFX
Coyote Jump
Forgive slightly late jump inputs to feel more fair
No extra speed or height when wall jumping
Able to perform a pseudo double jump to clear difficult gaps
Feedback: Normal jump SFX layered with a distinct swish sound
Frog leap
Trade speed for vertical reach
Holding down charges a super jump but forces Gnuts to stand stationary
Sacrifices momentum for greater jump height
Feedback: Low pitch jump SFX, charge animation that freezes when max jump is ready
Wall Jumps
Pushes Gnuts away from the wall
Converts horizontal movement into jump height
Feedback: Different SFX & VFX depending in Gnuts movespeed into the wall jump
Designing Levels Around Movement
Because movement is the foundation of Gnuts, level design becomes an extension of the movement system.My goal is to create spaces where players can experiment with speed, discover alternative routes, and gradually understand how different movement techniques interact.The levels are designed not only around where the player needs to go, but around how the player gets there.This makes Gnuts an ongoing exploration of the relationship between movement mechanics and level design.
Future plans
Building upon the foundation.
The reason I've been designing a dynamic movement system is because it works directly into a combat system that directly scales your damage with your speed.
Postage Hostage
A simulation game about "working" for the shadow goverment in their postal facility.
Endings & Achievements
A lot of the fun in this game comes from interacting with the limited space and discover secrets and gags
That curiosity feeds into replayability: players are encouraged to explore, find new interactions, and ultimately discover all the different endings and achievements.
Curiosity → Explore → New Interactions

Theme: Death is an opportunity
Dive down into the Trench of Theseus, and face the unknown lurking in the radioactive water. In a world where only the survival of the fittest matters, every life you take is an opportunity to keep your own.Grow stronger by defeating mutated creatures, unlock new, unique skills, and progress by diving deeper into the dark abyss.
What I did:
UI Design
Skilltree powerups
Boss level design
Gameplay Loop: Defeat Enemies → Gain DNA + HP → Upgrade Skill → Evolve
Yellow = Mobility
Red = Offensive
Blue = Utility
Green = Defensive
Boss Design:Avoid Theseus' moving radioactive spotlights! Pitch dark with only the edges of the spotlight to illuminate the player challenges the player to keep track of where they are whilst avoiding the center of the spotlight.
This game was made in 4 days for the Jamsepticeye game jam with a team of 10 people. The game placed number 19 out of 1100+ entries!
Theme: Growth
An intense showdown of who can become the largest snowman, but there's something hidden in these snowballs...What I did:
Game Design
Level Design
Graphics
Negative Feedback loop:Score → Grow → Easier target → Get hit → Shrink
Get hit = opponent grows
Hit opponent = you grow
Hit yourself = shrink
Level Design:
Methodically placed geometry for predictable trajectory with a clear background with highlighted skidmarks where the players should aim.
Fight and Race against your friends to escape this ever-changing mazeWhat I did:
Game Design
Level Design
BoardGame prototype
Gameplay loop:
Memorize → Navigate → fight → rotate
Problems:
-Players in front would have an unfair advantage
-Players rotating pieces could soft-lock others
Solutions:
-Shuffle the maze to reduce a lucky spawn
-First to three wins to reinforce skill over luck
-Added a cooldown to the rotating mechanic
The Fox arrives with the wind
The Rooster Weather Vane on top of the chicken coop protects the chickens by pointing towards where the Fox will appear from, giving the player time to react and prepare to scare it away.
Theme: Chaos
Collect all your chickens before the fox gets to them!What I did:
Game Design
3D assets
Voice actor
SFX design
GameplayLoop: Pick up → throw → save/scareGame Mechanics:
Pick up Chickens
Throw Chickens
Scare away the Fox
Scare the Fox by throwing a chicken
Play football with the tumbling chicken
Speedrunners (2013) Curated workshop maps

Hi, I'm Erik. I specialize in Game design and Level design, but I also know how to make the assets to support my wild ideas.I like designing through experimentation - building something, playing it, figuring out what doesn't work, and iterating until it feels right. My interests include player movement, level flow, visual communication, and designing spaces that make players curious.While my main focus is Game design, I also enjoy getting hands-on with other areas of game development when it supports the design, including 3D, UI/UX, QA and other disciplines.I'm a big believer in having fun while making games. I'm always up for a joke, a pun, or taking a conversation in a completely unexpected direction. I enjoy bouncing ideas around with other people, building on their ideas as much as my own, and seeing where a conversation can take us.I want to make games that are fun to play, interesting to explore, and memorable for the player.





































































