About

 

Alex Bräysy is a person who sits in a cubicle and has feelings about video games. He is an expert in nothing, and his opinions are sometimes partially wrong.

Other than that, Alex Bräysy is an Award-Nominated Senior Game Designer, Leader, Public Speaker, Mentor, and Speedrunner with a Bachelor’s degree in Science in Media Technology.

He has professional experience in the Video Game Industry since 2017 and has been part of 6 major game releases, from King in the Candy Crush Saga franchise to Gro Play with video games based on some of Sweden’s most famous children’s book IPs, and currently at Nordlight Games on titles such as Rubik’s Match.

His design skills have been acknowledged by the game industry, as he has been nominated numerous times in the Swedish Game Awards in categories such as: Best Execution in Design in 2015, Best Effort in Diversity in 2016, and Best Execution in Narrative in 2017.

He also claims he is “kind of dope at multiplying by 10”.


Other Peoples reviews of me

Alex is a methodical game designer with a keen eye for details and in-depth knowledge and passion of video games. Alex has been a great addition to my team in Berlin, he was protective, took a lot of initiative and supported his teammates. I recommend him highly.
— Fawzi Mesmar - VP Editorial at Ubisoft
Alex has also showed that he is quite capable of working on a number of different tasks beside Level design, be that game design, experiments or running his own project to reduce churn, Alex have showed a constant commitment and eye for quality
— Rasmus Eriksson - Creative Manager at Rovio
Alex is a truly creative designer. To say he is capable of creating a mountain out of paper clips is an understatement. Alex has extreme attention to detail and mixing that with his creativity, he’s capable of creating some very complex systems that always make sense and always work. I believe Alex’s biggest strength is his undying passion for game development. He’s someone that has turned his hobby into a career.
— Jacob Shuman - Principal System Designer at Kongregate
Calling Alex a passionate gamer is understatement of the highest order. Passion, excitement, and energy exudes from every fibre of his being. As a designer he is artistic, methodical, and wholly original. At King he gained legendary status for elaborate (and immensely entertaining) presentations, instantly recognisable design signatures in the levels he created, and a natural charisma that allowed him to quickly build rapport and connections with everyone from the CEO to interns just stepping into their first role in the game industry. I absolutely recommend him and would be honoured (and delighted) to work with him again at any point in the future.
— David Briggs - Level Design Lead at King

TimeLine

 
 
 

Born (1994)

And since, God has decided to let me live another day, and I am making it everyones problem.

 

First image of me playing a video game (1997)

Super Mario All-Stars for the SNES

 

Recieving my Nintendo 64 (1999)

My 5th Birthday. My first own console. It houses some of my favourite Games, such as Paper Mario, Mario Party & Banjo-Kazooie. This console & box is the longest owned possesion of mine which is till part of my current collection.

 

Starting Södertörn University - Game Design & Scripting course (2014)

Huge time-skip to keep the timeline relevant, but its here I technically start my Game Design career.

Thank you Mom for making me take Math 3 in High School, as I otherwise would not have been accepted here.

 
DESIGN FINALIST.png

Swedish Game Awards finalist - Best Execution in Design for “Framing of my life(2015)

My first personal project was nominated that I started with a few fellow students for Best Execution in Design. One of my proudest moments in my life.

 

Swedish Game Awards finalist - Best Diversity Effort for “Shield(2016)

The Second Years first big project. Thinking outside the box of how our character can reflect the main gameplay mechanics and vice versa, second year in a row, one of my projects was nominated again, this time for Best Diversity Effort.

 
DIVERSITY FINALIST.png
 
 

My presentation / course in Game Design was featured on Swedish Television (2016)

While teaching Game Design to High-School students, my presentation became featured on National Swedish Television!

 

Published the “Fourth Wall Manipulation in Digital Games” Thesis (2017)

An 83 paged behemoth of a bachelors thesis, going in-depth and setting new foundation of how to analyse fourth-wall occurrences in video games. As of today, it has actually been referenced in multiple research papers.

 
 
 
 
NARRATIVE FINALIST.png
 

Swedish Game Awards finalist - Best Execution in Narrative for “Development Hell(2017)

For the third year in a row (and for the first time in Södertörn University history) a project of mine was nominated for Best Narrative design.

… it started to become a running joke that I never won.

 

Graduate Södertörn University (2017)

Im apperently a smart academic now, as I do now have a Degree of Bachelor of Science in Media Technology.

 
 

Started at King, Berlin, as Junior Level Designer (2017)

After a successful internship, the opportunity of moving abroad was presented, where I started as a Junior Level Designer at King as a Level Design, working primarely at Candy Crush Saga Jelly.

 

Created and Released level 1337 in episode 69 in Candy Crush Jelly Saga (2018)

Its funny, ok? I take every win I can.

 

Publik talk about Level & Game Design Philosophy (2018)

Got the opportunity to talk about general design patterns and fundamentals at Kings own game conference.

 

Started at King, Stockholm, as Game & Level Designer (2018)

Berlin was fun, but I missed my home. I continued my work on Candy Crush Saga in Stockholm as Game and Level Design.

 
 

Publik talk about Game Design & the Industry (2019)

Returned to Södertörn to talk to the students about the Swedish Game Industry in General, how to create portfolios and reviewing and giving feedback their current projects.

 

Relesing the “Sour Skull” feature in Candy Crush Saga (2020)

While not my first Design project, its the biggest and most visible. The Sour Skull was introduced in Candy Crush Saga on level 8031. Her internal name is Morgana.

 
 

Staring at Gro Play as A game designer & Prodcuer (2021)

After 4 years at King, new adventures were waiting. I started as a Game Designer and Producer, becoming the studios most experienced designer. I got to manage multiple teams, as well as working on some of Sweden’s biggest IPs, such as…

 

Releasing “Showtime, Alfie Atkins(2022)

Having a background in Media Production (which includes Movie editing), creating a Movie Editing software was an interesting challenge! Primarily, I provided the base design for the app.

 

Releasing “LasseMajas Detektivbyrå - The Video Game(2022)

The Biggest game I have worked on, and the one I am the most proud of so far. I was the Lead designer for the project, managing the junior Designers and also the rest of the team as the Producer.

 

Releasing “The World of Alfie Atkins(2022)

The second Alfie game I provided most of the design for, set to be the stepping stones for an ever expanding teaching tool.

 

Staring at Nørdlight Games as A Senior game designer (2022)

After 1 ½ intensive years at Gro Play with 3 projects under my belt, I continue my antics today at Nørdlight Games as their Senior game Designer.

…I still don’t know how to pronounce their name.

 

Dead (???)

Gotta happen some day. Might as well document it.