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The following project is subject to an NDA. While I have permission to share portions of my work, this does not represent the full scope or vision of the original projects. Also note that this is a work in progress and not final.

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Technical Level Design Intern at

Overview

At Sharkmob, a AAA studio based in Malmö, I had the opportunity to work as a Technical Level Design Intern on their upcoming title Exoborne. I worked with a skilled, supportive team—especially my mentor Hannes Bensryd—who helped me grow and take on real responsibilities across disciplines and features.

Exoborne is a tactical open-world extraction shooter set in a near-future U.S. devastated by extreme weather. Built in Unreal Engine 5, it combines customizable exo-rigs, systemic gameplay, and high-stakes co-op missions in a dynamic, reactive world.

About My Work On Exoborne

During my internship at Sharkmob, I took on a wide range of responsibilities, including:

  • Key contributor to the destruction system, helping define and implement core functionality.

  • Led planning and development as a feature owner, taking multiple features from concept to final product in coordination with VFX, UI, and code teams.

  • Prototyped gameplay elements and dynamic in-game events.

  • Collaborated with large multidisciplinary teams to improve gameplay experiences.

  • Designed and developed tools in Unreal Engine to streamline workflows and boost efficiency.

  • Worked closely with QA and my team to iterate and polish features based on feedback.

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Testimonials

Daniel Lindberg - Lead Activity Level Designer - Sharkmob

Very happy with Måns contributions to Exoborne here at Sharkmob. He has a very deep technical knowledge that rival seniors. Very humble and easy to work with and he finishes all tasks quickly at high quality. He also have a great sense for gameplay which makes him very versatile as a leveldesigner!

Impressed by his ability to make tools to ease work for the team (and himself). Very tough that we couldn't hire him, Måns gets my sincerest recommendations! We were vert happy having him on the team!

Lars Karlsson - Senior Level Designer - Sharkmob

Måns is an excellent designer and a very versatile developer. He has a rare combination of level design, game design and technical knowledge which makes him an asset to any team; AAA and indie studios alike.

I felt more comfortable handing off tasks to Måns than I would many senior developers I've worked with. It was clear to us in the team that we didn't need to micro manage Måns' work, as he showed discipline and self-sufficiency from day 1 of his internship. He responds well to feedback and is easy to get along with.

Unfortunate timing in the company (and gaming industry) is the only reason he isn't employed at Sharkmob right now. I have no qualms in recommending him for intermediate & junior positions.

Erik Leiram - Technical Designer - IO Interactive (X Sharkmob)

In the short time I got to work with Måns, he has been an invaluable asset to the team right from day 1.

While I was the feature owner for destructible objects he made so many of them that the vast majority of destructible objects in Exoborne are now made by him.
He made tools to speed up not just his own workflow but tools for everyone around him as well to make sure we delivered way more than what was expected in such a short amount of time. He's efficient, knowledgeable and very, very fast.

Every team needs a Måns! 🙌❤️

Måns Mattisson - Level Design Portfolio
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