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Published Works

 Skyhookgames

Introduction

This is a summary of the work I did on Lawn mow simulator 2.
 

My roles at the Skyhook:
Freelancer/Intern​
Level designer
Narrative designer

Game designer
Playtester

Summary

From  2025 → 2026.

7 hour work days.
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Tools used:
Photoshop, Unity, Confluence, Scrum

Steam page
Kisckstarter page
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Lawn mow simulator

Introduction

Lawn mowing simulator is a simulation game about building a company that gets hiered to care for private properties around town. The tasked asked of they player can range from clearing leafs from drive ways, collecting scattered items, clearing weeds and of course, mowing lawns.
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Level design

This game project forced me to acount for many diffrent aspects of level design than usual. In a more traditinal game, levels are designed to lead the player through it and let them discover this as they go. In simulation games we strive towards realism yet not forgoing the basics that keep games intresting. All this in mind we also wanted it to take inspiration from American gardens, not copy the first instalments maps and be assessable to the new lineup of equipment.
Dynamic landscapes, points of intrest and how to mind mapable the area is are some of the things that get a whole new meaning when designing these kinds of games.

Game design

Lawn mowing simulator 2 takes bringing reality to the game to the extreme. For most of our designs is based on the real life counterparts of most of our equipment. If the real mower moves at a pace, it will do so in the game. Though, this does not limit the design space for the game, as the crafting of each funktion of the mower needs to be implemented and documented, and assisting in these documentation is part of my work. everything from how mowers leave grass clippings to how leafs should behave when blown and ensuring a complete real life simulated experince has been a challange that me and the lead deasigner has worked hard for.

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