Please view my portfolio for more details on my latest projects: http://www.michaellevall.com/I believe that games as a medium are about learning, a game is only interesting for as long as the player is learning something from it. For instance, a multiplayer game can teach players about teamwork, tactics and communication. A game is about letting the player learn new things through interaction and discovery, the player's experience should always take center stage. The experience is created each time an interaction is made between the player and the game, and that is what fascinates me in game design.
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Game DesignerMi'Pu'Mi GamesVienna, Austria -
Game DesignerMi'Pu'Mi Games May 2019 - PresentWien, Österrike -
Design DirectorForgotten Key Apr 2017 - Feb 2019Karlshamn, SverigeAs one of few designers in a growing team, I work with all aspects of game design from high-level vision documents to technical game design and narrative. I'm responsible for taking gameplay systems from research, to concept, to finalized design ready to be implemented by the team's programmers. When features are implemented I work closely with the rest of the development team on the systems I've designed, iterating over the design and making changes as necessary for the system to build towards the product's pillars. -
Main DeveloperPlease Knock On My Door Oct 2014 - Oct 2017Karlshamn, SverigePlease Knock on My Door is a game that lets you explore what it's like to live with depression and social anxiety. The game aims to help the player understand what it can be like to suffer from these conditions, and is in part based on personal experiences. The game is made in Unity.I created most of the games art, all of its design (mechanical and narrative) and did all of its programming. I led the projects creative direction and voice coached the project's narrator to get the best performance fitting the theme and scenes. I worked closely with the game's sound designer to find the game's audio profile in both music and ambiance.Please Knock on My Door received 10/10 from Gamereactor NO.The game was released on Steam and Origin, for more information please visit the store page: http://store.steampowered.com/app/613450
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Project LeadDead Shark Triplepunch Oct 2012 - Oct 2014Karlshamn, SverigeI was responsible for overseeing the production and creative execution of the company's first title Epigenesis, from early concept to finished product. I prepared and performed several business and media pitches, as well as presented my experiences and tips for building a team at Blekinge Institute of Technology and the Swedish Game Awards Conference.Aside from being responsible for the scheduling and prioritizing of the work at DS3P as the Project Lead, I also performed the majority of the technical UI scripting using Scaleform, Flash CS6, ActionScript 2 and UnrealScript. I led the design work in our team and made crusial decisions regarding the game's gameplay direction in conjunction with the other designers.
Michael Levall Skills
Michael Levall Education Details
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Game And Interactive Media Design
Frequently Asked Questions about Michael Levall
What company does Michael Levall work for?
Michael Levall works for Mi'pu'mi Games
What is Michael Levall's role at the current company?
Michael Levall's current role is Game Designer.
What schools did Michael Levall attend?
Michael Levall attended Blekinge Institute Of Technology.
What skills is Michael Levall known for?
Michael Levall has skills like Unreal Editor, Presentations, Scrum, Game Design Documents, Game Development, Game Design, Rapid Prototyping, C#, Lua, User Interface Design, Unity3d, Actionscript.
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Mike Levall
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