Melvin Norin Rilling

Game Designer - Level Designer

Hello! I'm Melvin, a 22 year old from Gävle, Sweden. I started my game design journey in 2024 at Playgroundsquad in Falun.When working on projects I prefer to work on levels and the overarching flow of the experience.But in a team I have found myself greatly enjoying the collaborative aspect. Bridging the communicative gap between disciplines and getting input and ideas from around the team, to bring people closer together and create a more enjoyable working environment!

Game Projects

FRIGHTLINE

Level, Audio & General Design

Uncover spiritual mysteries and explore a haunted train in this atmospheric horror adventure

OPPONENTS IN CRIME

Lead & Level Design - Project Manager

Thieve, steal and take what's not yours if you want to win in this online party-brawler


Personal Projects

OUT

Level Design & Destructible Envieronments

6 week personal project in Unreal Engine 5

THE DISAPPERANCE OF THE SCHTEP

Level Design & Mystery Story

UNDER CONSTRUCTION

3 week personal project in Unity 6


Presentation Skills

MIN VÄN SVEN

Gamification Assignment for Tellekområdgivarna

Mockup of the game view featured in the concept


Click the link below to watch the recorded presentation in its entirety

In this assignment we were tasked with creating a game concept for an external company.The game needed to target teens and young adults, specifically between the age between 16 to 25.It needed to educate them about consumer rights in a way that is more engaging than reading about it on their websites.It needed to be scalable to other consumer agencies as well.


I worked together with Andrés Araya in creating the presentation, budget plan and High concept.Since the people we were pitching to did not have the knowledge that people working in the game industry does, we had to refrain from using industry terminology.Since they were not familiar with a lot of concepts I thought it would be overwhelming to explain fundamentals to them. I therefore put a lot of focus on making the presentation visually representative of the game. Using mockup UI, fake companies and learning a bit of 3D to make a game space that was simple and comprehensive.

Design Documents

RIVER RUNNER

Theory Assignment


Click the link below to read the GDD


This was a rather unorthodox assingment.The premisse was that we would write a short and simple design document describing a game in it's entirety.This document would then be read by another designer, whose goal it was to make this game acording to the instructions.The caviat being that the person making the game could not ask questions about the intended design of it.If there were questions or unclarity in the document, the recipricant would need to ask for the document to be updated to reflect this. They were not ask the person directly.This way of making games sounds highly inaffective and strange; thats because it was.It was meant to teach us the importance of comunication in gamedevelopment, and how easily missenterpreted instructions can become.

ORGANOIDS

Systemic Design Assignment


Click the link below to read the GDD


This assignment was an excersice in systemic design.Focusing on the bennefits of utilizing it in game development, and how it shapes gameplay for players.After reading a bit more on systemicism and having lectures on it I wanted to make a concept where the players created their own systems.The game would operate on a very strict set of rules and comunicate these clearly to the player.It would then be up to the player to create thir own gameplay utilizing these rules to find a meta.The game would in turn respond to this meta and try to match/excede it, forcing the players to reroute and find new working strategies.