What Came Before

Do you remember that kid in the sandbox, back when you were five? Who had too much imagination and made up the worlds you were playing in and invented all the good and bad guys? That was me.

Growing up, I made comics, planned platform shooter levels on sheets of paper, wrote short stories. The worlds took shape - maps, characters, art and game concepts. But I could not stay a kid forever.

2005 I graduated as web designer, cut my hair and got a job. I was officially grown up.

As web designer I got invaluable experience collaborating in a team. I designed online communities and learned to work towards the user needs and the requirements of the product owner.

Present Day

I have since switched over to game design and have years of experience on several projects as QA tester, game-, content- and level designer.

One leg is still in the sandbox. In my profession, I can funnel this creative output (that otherwise stay in note books, drafts and sketches) - into the framework of high level design of a game. I am at the best when collaborating with designers on content, discussing the setting with level artists, or fleshing out lore and characters with other writers.

Where others see limitations, I get inspired.

Contact

E-mail: august.sonnergren(at)gmail.com
Tel: +49 (0)1575 8640444
Skype: august.sonnergren
LinkedIn Profile

Playing

Prey, Dishonoured, Hearthstone, Gwent, Path of Exile, Tangledeep, StarCraft 2

Reading

Robin Hobb, GRR Martin, Scott Lynch, Patrick Rothfuss, R Scott Bakker

Employment

Ubisoft Blue Byte
July 2013 - present
Level Designer
Projects:

  • The Settlers: Kingdoms of Anteria
  • Champions of Anteria
  • Unannounched game projects (Snowdrop engine)
  • A narrative / cutscenes tool (Snowdrop engine)
  • Various courses in content game design

Might and Delight
March 2012 - August 2012
Quality Assurance tester
Projects: Pid

Talk to People
May 2011 - July 2011
Front end developer, Web Designer, Game Designer

Membro
February 2006 - November 2008
Front end developer, Web Designer

Freelance

Peppy Pals
January - February 2011
Game Designer
Wrote and illustrated game design document for an EQ - learning game for kids. This was for Rosie Linder, before Peppy Pals was founded.

Internship

Fatshark
December 2009 - June 2010
Game Designer / QA tester internship

  • Lead and Gold: Gangs of the Wild West, late development
  • Bionic Commando: Rearmed 2, mid-development.
  • Unannounched projects

Education

Academic Courses
Interactive 3D, Unity 3D | Jan 2012 - Mars 2012
Web Developmnet, HTML5, JavaScript | Oct 2011 - Jan 2012
Graphic Design for the Web | Oct 2011 - Jan 2012
3D modelling, Autodesk Maya | Feb - March 2011

Futuregames Academy
Game Design
2008 - 2010

Nackademin
Web Design, Interactive Design, Web Programming
2004 - 2006

Birkagårdens Folkhögskola
Art
2002 - 2003

Medlefors Folkhögskola
Creative Writing
2002

References

" I've worked with August between the years of 2014 and 2017 in the company of Ubisoft Blue Byte. At the time, his position was that of a Level Designer, and I was the Lead Game Designer. August was always passionate about his work, delivering all his tasks in a timely manner. He communicates his ideas for improvements, and they usually sparked conversations about design, challenges, and a generally upgraded end result.

I recommend August's skill as they were a key part of the project, and wish him the best to wherever he may go. "

Christian Hagedorn
Lead Designer at Ubisoft Blue Byte
LinkedIn Profile

" During August's time at Might and Delight, he did a splendid job as a QA tester. His background in game design really showed and he had a good view on certain problems in the game. Instead of just marking issues as bugs, he took the time to speak with designers and brain storm on how things could be done differently. I know that was appreciated by the whole team. August is also a very social guy and got along great with everyone in the studio. "

Sadir Samir
Producer at Might and Delight AB

" During August's internship at Fatshark I had him on my team on several occasions. He really did some impressive pitch work, both on his own and in a team of designers. He is the kind of designer who always makes a thorough consequence analysis on every detail on beforehand. He is easy going and a good addition to any team "

Mårten Stormdal
Lead Game Designer at Fatshark
LinkedIn Profile

" August is thorough, loyal, punctual and ambitious. He is well liked by his fellow employees and collaborates easily. He has been a great asset in the projects he has been participating in. August exercised his work tasks to more than complete satisfaction. I recommend him to future employers and wish him a good luck in his future career "

Martin Wahlund
CEO at Fatshark
LinkedIn Profile

Minions

- a portable board game played with cards and dice

Minions is my first attempt at an analogue game, created in early 2010. The game plays like a turn-based strategy game. On a randomized game board, characters with unique abilities fight for area control.

Rules - How to play the game.

Design Process - My thoughts on the design process, what design decisions I took and why.

Lore - An introduction to the lore aspect of the fantasy game world.

Art - A direction on the artwork of the cards.

Metropolis 2084

- a turn-based strategy and RPG multiplayer game set in a cyberpunk metropolis

On this project, at Futuregames Academy, I had the Lead Game Designer role. In five weeks I produced a GDD based on the premise of "HoMM meets cyberpunk".

The Design Process - My thoughts on the design process, what design decisions I took and why.

Game Design Document - The core GDD that covers an introduction, game mechanics, the level design framework and the UI. The first four chapters are directed to all areas of production while the rest is for designers.

Game World and Media - About the setting, lore, story, art and sound

Far Cry Primal Singleplayer

Night Mane

This is documentation for a imaginary campaign level in Far Cry Primal (or a similar game) featuring active player choices that have consequences. I cover characters as part of the narrative design, a mission design document and flowchart, along with the abstract level design.

The abstract design is a good method for planning a level with all the components in mind before making a 2D layout or greybox.

StarCraft II Multiplayer

2011-2013 I was using the Starcraft II Galaxy editor on a daily basis to make multiplayer levels maps.

As a member of the map making team The Planetary Workshop I crafted competive maps for tournaments.

TPW Silver Sands

A competive map for 2 players. It was used in the worlds top tournamnet, GSL, in 2013. IPL have also used it and there is a video from a show hosted by IPL where the map was analyzed.

TPW Silver Sands TPW Silver Sands - detail TPW Silver Sands - detail TPW Silver Sands - detail TPW Silver Sands - detail TPW Silver Sands - detail TPW Silver Sands - detail TPW Silver Sands - detail TPW Silver Sands - detail

TPW Yuma

A 2 player map from fall 2011. The Yuma prison in the New Folsom sector is a burning hell to escape from. This is a so called "2 in 1" map, where players spawn in either one of two different setups - SW vs NE, or SE vs NW.

TPW Yuma TPW Yuma - detail TPW Yuma - detail TPW Yuma - detail TPW Yuma - detail TPW Yuma - detail TPW Yuma - detail TPW Yuma - detail TPW Yuma - detail

TPW Overgrown

A 4 player map made for 1v1. Spawn positions are restricted so that one player spawns at the left part of the map and the other at the right. The map has the unique setting of an overgrown ruined city. The map made top 5 in Map of the Map of the Month #8 (map competition, tournament).

TPW Overgrown TPW Overgrown - detail TPW Overgrown - detail TPW Overgrown - detail TPW Overgrown - detail TPW Overgrown - detail

TPW Memorial

A map for 2 players. A subterran base. Sewers mixed with nuclear test site and mineral mining tunnels. This map made the top 5 in Map of the Month #3, March 2011.

Memorial - Full Overview
Memorial - Detail Memorial - Detail Memorial - Detail Memorial - Detail Memorial - Detail Memorial - Detail Memorial - Detail Memorial - Detail

Level Art

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TPW Prophecy - Detail Ashen Sands - Detail Ashen Sands - Detail Ashen Sands - Detail Concrete Dreams - Detail TPW Sacred - detail TPW Sacred - detail TPW Sacred - detail TPW Sacred - detail TPW Sacred - detail Odd-Eye - Detail