RESUME
Here you can find links to my resume.
Simon_Sundström_Level_Designer_Resume.pdf
Simon_Sundström_Level_Designer_Resume.docx
References
Michiel Werring
Lead Level Designer at Blue Scarab Entertainment
My direct report as Lead Level Designer at Arrowhead
Contact
Recommendations
Arrowhead - Helldivers 2
Michiel Werring
Lead Level Designer at Blue Scarab Entertainment (Current)
My direct report as Lead Level Designer at Arrowhead
"Simon and I started working at Arrowhead on the same day. He was initially an intern but quickly became an integrated and essential part of our team as a Level Designer with much needed technical capability, becoming an intermediate Level Designer in under under two years.
He is very adapt at understanding hard rules and spaces where he can improvise, allowing him to deliver levels which follow both the word of law and the spirit of the law. For his strong analytical skills he was entrusted early on with investigating the Terminid Faction. Almost entirely independently, he went on to provide a wealth of playable environments plus written report with his recommendations which would form the basis of their level design. By his second year at Arrowhead he was entrusted with teaching other level designers technical design and scripting with our proprietary systems to great result.
Lastly I want to highlight his communication skills. He clearly communicates his needs as an employee to his lead, concerns for deadlines, and collaborates in making the workplace better for everyone. I would wholeheartedly recommend Simon to any team and would hope to work with him again in the future."
Chris Brettman
Level Designer at Arrowhead
"I was Simon's primary mentor when he first joined Arrowhead in the summer of 2022. He quickly became my closest colleague on Helldivers 2, as he took on the crucial task of being our team's primary scripter and level prototyper.
During feedback sessions, Simon shows an incredible level of knowledge and passion for the level design discipline. He has a reason for every decision from prop placement, angles, pathways, and lines of sight, to the composition and shapes of his levels.
Simon's philosophical and methodic approach to level design quickly made him the go-to member of our team for feedback on our work, with his feedback enhancing everything from the smallest of exploration locations to the largest of story missions in Helldivers 2.
Some of the best examples of Simon's methodical approach to level design were during the development of new missions. Simon was instrumental in the early stages of brainstorming and prototyping the gameplay flow and the levels to fit that gameplay. Regularly referencing design methods used in other games and creatively adapting them to fit the fantasy of Helldivers 2.
His ability to carefully craft interesting gameplay encounters, and provide players with clarity and readability in his level design, led to, what I believe is his best work in Helldivers 2 in the Evacuate High Valued Assets mission. I saw his level for this mission throughout its stages of development during feedback sessions and saw it grow from a block-out prototype to a fully-fledged level that provided some of the most cinematic gameplay moments on the project
I worked with Simon on virtually every mission that Helldivers 2 launched with, and this is where he brought his scripting abilities to the table which allowed him to delve deeply into the inner workings of the missions we created and allowed him to expand on his skills as a missions designer alongside level design.
Along with his level design skills, Simon also provided the level design team with resources in the form of educational videos discussing level and game design for the team's learning hour, held every two weeks.
He also has a solid understanding of C++, which became invaluable when collaborating and communicating with our gameplay coders on new features.
His ability to communicate effectively with our art team always inspired a close team player mindset across our disciplines. He knows how to communicate design goals, while also finding ways to compromise with the artists while not compromising on the quality, or goals, of the level design and gameplay.
There is no doubt in my mind that Simon would become an asset to any studio he may work for, and that he would elevate the quality of the level design.
If I were to be asked if I would work with Simon again, I'd reply with "Where do I sign?"."