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GTFO is a hardcore cooperative horror shooter that throws you from gripping suspense to explosive action in a heartbeat. Stealth, strategy, and teamwork are necessary to survive in your deadly, underground prison. Work together or die together.

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ROLE

Level Designer, Mission Designer & Level Artist

RESPONSIBILITIES:

  • Designed and created three levels for Rundown 8

  • Sketched 2D layouts which got translated to 3D environments built with assets from the project library

  • Designed the levels using a combination of procedural generation and custom created spaces made for special gameplay and narrative scenarios

  • Designed the gameplay flow, pace, scenarios, puzzle elements and enemy encounters

  • Worked with balancing of levels together with the Delivery Team (QA) to create the best experience

  • Set-dressed and kitbashed every layout I created

  • Worked closely with narrative to make sure the story was translated in the best way possible through environmental storytelling and gameplay

  • Collaborated with a multidisciplinary team and worked closely with artists to create hero props

  • Seeked out feedback from the level design team, level design director, delivery team, bug hunters, and the GTFO community, and made improvements by analyzing their critisism and comments

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YEAR

2022-2023

GENRE

First-person Co-Op horror shooter

PLATFORM

PC

TIMEFRAME

1+ years

TEAM SIZE

90 people

ENGINE

Unity

LEVELS CREATED IN GTFO

 

R8B4 - INSURRECTION

 

 

 

R8C2 - UNPLUGGED

 

R8D1 - TANDEM (was made through a collaboration with my very talented colleague Vladimir Stanisic)

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COUCH CHAT WITH COLLEAGUES & GTFO SPEEDRUNNERS

In the couch from left to right: Me (Lina Femling), Andreas Wangler, Jonathan Gullström, and Vladimir Stanisic

I had a blast being part of this video where we sat down with four GTFO speedrunners who had questions regarding our Expeditions (levels). It was a really fun opportunity for me to answer some questions about balancing and design decisions. 

It was very heart warming to see the excitement from our community, and their love for us as level designers after this video went live. We were all very happy to give back to the community and let them hear more about our thought processes when making levels. This video really shows how much we cared about GTFO and how much, we as a team, really loved working together. It's one of my favorite memories from 10 Chambers.

CAPTURES FROM MY RUNDOWNS

Captured by ShiftAC from GTFO: Project Memory

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