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September 21, 2020
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Emil Glans's Blog


Previously at EA DICE as a level designer on Battlefield 5, The Last Tiger. Now looking for work.

I’ve always loved games. My journey started when I was five years old in 1999 when I played DOOM on our first PC and after that Half-Life 1, Counter-Strike and Quake. I was hooked. I began expanding my library of games across PC, Playstation and Xbox, playing everything I could get hold on. But it wasn’t until many years later when I discovered “Hammer” that I found out that you could create your own levels. I started with doing simple maps for myself and my friends in Counter-Strike and I even bought the “Noesis Interactive” level design DVD to develop my skills. Two of my key strengths are curiosity and a never ending supply of ideas and concepts.

Professionally I like to get down to business and produce as much as I can. I like to be hands on with my creation and even though I enjoy teamwork I prefer to try things out on my own and see where that leads me. I love to challenge the status quo and see where we can push the design to new places by asking tough questions and trying out new things. When I work I focus on laying down a solid groundwork where I can test out my ideas, blockout spaces and iterate based on feedback before committing to a design. For me seeing the level come to life by building it step by step in cooperation with other disciplines is the greatest satisfaction. Looking back at a finished map with a sense of ownership is something that makes me smile.

Outside of work I broaden my skills and I am always learning something new. I love reading books, listening to talks or talk to experienced people to try and siphon as much knowledge as possible that will make me more valuable and competent in my work.

My twitter:

My blog:


Level design



Member Blogs

Posted by Emil Glans on Wed, 15 Jan 2020 09:46:00 EST in Design, Console/PC, Serious, Indie, VR
How to make use of traversal spaces and make them fun and interactive for the player.

Posted by Emil Glans on Sat, 11 Jan 2020 03:24:00 EST in Design, Console/PC, Serious, Indie, VR
On how monster design influence player behavior and level design