Traum
2D Horror Puzzle Game




Sound ON for the best experience!
My Contributions
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Designing two out of three levels.
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Concepting all major in-game puzzles.
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Tutorializing game mechanics.
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Close collaboration with programmers and artists in order to develop my puzzle ideas in a way that works with the engine and enforces the worldbuilding. (In the puzzle below, crosses were changed to deer trophies in order to fit the narrative more.)
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Member of narrative taskforce.
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Concepting and implementing scripted events.
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Level Propping / Level Art.

Early concept I made for a puzzle

Final in-game puzzle
Reflections
Traum is a project that will always be very dear to my heart. It allowed me to create immersive levels that enhanced the game's story through environment and puzzles. Since Traum is a horror game, it was essential for all disciplines to collaborate to create a balanced tension graph throughout.
I created the first level, which introduced the player to the game's mechanics. I also created the last level, which included a tutorial for and built upon the pressure-plate mechanic. I loved collaborating with the whole team to ensure that the pacing kept the player on edge throughout the experience.
During the Swedish Game Awards 2024, Traum was awarded Game of The Year, Best Narrative and Best Diversity Effort.
Motivation for Best Narrative award:
"Much like game design, the narrative can be expressed in so many different ways. It can be written, spoken, or implied through environments and events. This year’s winner tells a story that kept the jury at the edge of their seats, meticulously unfolding the narrative through skillful use of art, audio, and level design."
PROJECT SHOWREEL
Feel free to scroll through some pictures from the project below.