Game design
Systems and progression design, with the numbers to back it up.
- Progression, reward and upgrade loops
- Economy balancing and tuning
- Design documentation teams can build from
- Playtest planning and analysis
Kodsmide is an independent Swedish game studio developing an original title in Unreal Engine 5. Alongside production, it takes on selected consulting work in game design, level design, UX and technical design.
Project Hellshift is a stylized first-person roguelite shooter. Players assemble a loadout in the hub, then push through fast, run-based missions, stacking weapon and ability upgrades as they go.
Design, engineering, UI and animation are handled in-house, which keeps the vision coherent and the burn rate low.
Playable build and pitch material available to investors and publishers.
Core gameplay loops, progression and economy systems designed, built and playable. A modular GAS framework on GameFeature plugins, with AI optimized to 200 simultaneous agents.
Locking the 3Cs — character, camera, controls — settling art direction, and beginning the move off placeholder assets. Internal playtests already run on a regular cadence throughout.
A teaser trailer and the investor deck, finalized together. Presentable, not shippable — the first public look at the project and the start of its visibility.
With the reveal public, structured talks with investors and publishers begin. Funding at this stage buys speed above all: additional hands shorten every phase that follows.
One polished, representative slice — the full loop at final quality. A gameplay trailer and public Steam page launch alongside it, opening wishlists once there is real gameplay to show.
Testing opens beyond the studio's network: a free public test on Steam or itch.io puts the build in front of the target audience at scale, turning wishlists into an active community.
Content built out at full pace, shaped by public-test data. The Early Access versus direct-launch decision is made here, with the monetization model settled well ahead of release.
The final stretch: feature-complete, then hardened through QA, optimization and localization before launch. On current solo resources this is a multi-year road — funding and hires are what compress it.
A realistic solo-pace roadmap — targets, not promises. Funding and hires compress it.
Senior, hands-on help for studios and product teams. Engagements range from a focused design review to embedded work inside a team over several months. One consultant, four connected disciplines.
Systems and progression design, with the numbers to back it up.
Spaces that read clearly and pace themselves.
Interfaces players understand on the first try. Backed by formal education in UX and interaction design.
Design decisions implemented directly in engine, not handed over as slides.
Rates and availability on request
Goals, deliverables and constraints agreed in writing before work starts.
Short cycles with working results early. Progress stays visible throughout.
Testing, edge cases and polish before anything is called finished.
Documented delivery with source files included, and support afterwards.
Kodsmide is Swedish for code smithing. The name sets the standard for the work: measure first, build deliberately, and test until it holds.
The studio is run by a single technical designer with several years bridging design and engineering in Unreal Engine 5, on top of formal education in UX and interaction design. Clients work directly with the person doing the work, from first call to final delivery.