LASSE VON FINTEL SOSTACK

LEVEL DESIGNER


I am currently looking for either a mid or senior Level Design position. Don’t hesitate to reach out if interested!


Email:
contact@lassesostack.com

LinkedIn:
in/lasse-sostack

Resume/CV:
here


SKILLS

  • Level Design
  • Puzzle Design
  • Combat Design
  • Greybox Prototyping
  • 3D-modeling
  • Scripting

PROFILE

Level Designer with 8 years of experience. I started my journey in the indie scene co-founding Tunnel Vision Games and have later made my way into AAA at Splash Damage. Through this journey, I have worked on everything from small productions with a team of six to major productions with 120+ people. These experiences have shaped me into a Level Designer who is both confident taking the reins when needed, while also fitting into the larger collective.

I am a team player at heart and will always strive to inspire and elevate my colleagues through my work and actions. I take pride in delivering quality work and will try to push the boundaries turning good into great. My approach is often systematic and I am constantly thinking solutions, which in turn makes any design problem seem solvable. These are all skills that have made me into a competent Level Designer!


THE BEGINNING

I was born in Denmark in 1990. Being a 90’s kid, I grew up alongside the amazing boom in game development and inevitably became a gamer at a very young age.

When I left high school and was looking for the next thing to do, game development hadn’t really crossed my mind. I enjoyed playing games, but had never thought of it as a career path…

In 2011, I embarked on my educational journey at Aalborg University, where I studied the Medialogy bachelor. Medialogy is a broad education, where I got introduced to a lot of different disciplines within digital technology e.g. programming, 3D-modeling/rigging, concept development, sound design etc. This piqued my interest…

On the 5th semester, I ended up being part of a project that would define my near future. This project was a game prototype called See You On The Other Side (SYOTOS).

A couple of years later, I co-founded Tunnel Vision Games with my friends, and we would spend the next 3.6 years transforming the SYOTOS prototype into a fully fledged game called Lightmatter.

And that’s how I got into game development…