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Based on the popular Swedish children's books, LasseMajas Detektivbyrå (also known in english as The JerryMaya Detective Agency) is a brand new 2D-platform adventure game following the two young detectives solving crimes in the small town of Valleby.


Gameplay Designer, Level Designer, Programmer, QA

Dev Time:
May 2021 - June 2022
2D, Puzzle Platformer, Adventure
Hybrid (Both offline and online)

Page is Currently Under Construction!


My Contributions


The go to LasseMaja Guy

Re-reading all the Books
Understanding the Characters and Locations
Keeping track of the inside of the project 


 Gameplay & Level

Core Gameplay Loop
Creating Gameplay Pieces in Project
Creating and Iterating on Levels


Prototyping and C# Scripting

Prototyping Map Functionality
Creating Dialogue System
Keeping track of and Fixing Bugs
Filling in for Programmers where needed

Becoming One with the LasseMaja Universe

Finding my place in the team

Joining the LasseMaja team at Gro Play was thrilling but a bit daunting, as it was my first professional project. To ensure a smooth start, I analyzed the situation and looked at how I could apply my skills from school. Tasks during the initial weeks included documentation and implementing a bug reporting tool.

LasseMaja Team

Here is the team! Some people may or may not have been photoshopped in


Getting to know the source (again)

One crucial task I took on during this time was also to fully immerse myself with the LasseMaja-IP. I was already fairly familiar with the books as I had read them as a child. But now I re-read them in full Game Creation analyzing mode.

I took on the role of “Lorekeeper”. Whenever there were any questions about anything related to the IP I was there to answer them.

Documenting Characters and Locations

While reading the books, I documented art references for characters and places, creating a comprehensive list with visuals and appearance rates for all characters. This made it easy for the team to access information without having to ask me directly.

Creating a prioritization plan for Content

As the lorekeeper, I had a deep understanding of the essential characters and locations in the world of LasseMaja. Thus, I took on the responsibility of creating a priority list for their development. I carefully considered factors like the number of appearances, their significance, and how well they interconnected within the narrative.

Here is an example of how I reasoned about what characters should be prioritized based on the character Barbro Palm:

Barbro and Museum is needed


Barbro Palm is a crucial character because:

  • Appears in 8+ books

  • One of the first characters

  • Has had a lot of interactions with other characters

The Museum Location is crucial because:

  • Appears in over 5+ books

  • One of the first locations

  • Barbro Palm is strongly associated with it.

One Museum related character should be prioritized 


Pernilla Gren is a "good" addition because:

  • Appears in at least 2 books

  • Has a clear and neutral role in the museum

Cornelia Hammarberg is a "bad" addition because:

  • Appears in only 1 book

  • Was the culprit in the one book so she appeared in and will probably never be seen again.


Pernilla gets chosen as the second character

Main Mechanic Iteration

Creating a 2D platformer with longevity

Figuring out how to make a 2D platformer into a subscription game

Upon joining the project, the concept of a 2D platformer with various level design components and a single-player co-op vibe was already in place. With my mentor, Alex Bräysy, we fine-tuned these elements to create engaging platforming levels. However, the challenge was to seamlessly integrate LasseMaja mysteries into the game while keeping it simple for kids and structuring it for a subscription payment model.

Designing pieces for randomly generated mysteries!

After intense design sessions and extensive prototyping, we devised a satisfying and enjoyable solution—a randomized system that fulfills all the game's requirements.


Check out this illustration to see how it handles various variables when generating a mystery.


We have a mystery!

And so the game has its core loop, mysteries! Players explore Valleby, interact with characters, and follow clues to different locations. My responsibilities included puzzle-level designing, location-level designing, and ensuring proper setup of game scene systems for seamless generation.

It's expandable.

The system of randomly generated mysteries is highly expandable. The initial release covers the east side of Valleby, important locations, and several characters. However, future releases can effortlessly add new characters, locations, or platforming levels without disrupting existing content or systems.

Level Design

Creating systems that enhance the LasseMaja experience

Below are some of the systems I was in charge of both design wise as well as implementing with code into the game.

Navigating the World

Designing a 2D platforming game while preserving the iconic Valleby map from the books posed a significant challenge due the confusing style. However, through in-game world hints and a well-designed minimap system, we achieved readability.

I personally coded the map functionality, which accurately translates the character's location in the world to the map. Combined with the shaking houses to indicate the player's position, it creates a highly effective and engaging experience.


Connected to a mystery


Not connected to a mystery

NPC Character Handling

I handled the NPC handling system, ensuring that characters spawn with appropriate accessories based on the circumstances.

For example, the priest found on the street appears normal, but if found in the library after a crime, he looks suspicious with specific accessories. Each character has specific conditions to maintain accuracy; for instance, a character that usually have glasses won't get both their normal glasses and sunglasses.

Randomized Dialogue System

I managed the dialogue system, ensuring it worked coherently when randomly combined. Alex Bräysy handled most of the writing and translation, and my role involved making sure the text fit grammatically within the game.

I also implemented measures like splitting up names and using gender-specific words for different languages, allowing easy support for future language additions. Additionally, the system is designed to accommodate more characters and locations seamlessly.


What I'm proud of:

Working for real

As a newcomer to the workforce, starting as an intern and transitioning to an employee was nerve-wracking. However, I swiftly found my rhythm and balanced work and free time effectively. I had a blast with my colleagues at Gro, making the most of my puns and dad jokes while maintaining a productive workflow.


Filling in where it was needed

Throughout the project's different phases, I seamlessly adapted to various roles. From Lorekeeper and in charge of QA to gameplay and level designer all the way to content designer and bug fixer, I tackled whatever was needed.

I gladly assisted fellow team members in their tasks if possible. But at other times just working on whatever I assesed was needed. This approach even led me to proactively address potential future issues, which the team greatly appreciated.

Getting to utilize my skills and learn new ones

This incredible year allowed me to learn extensively about game creation. I applied my design skills from school, adapted seamlessly to various project roles, and shared my beloved puns. Additionally, I gained new knowledge in animation theories, writing cleaner code, and the challenges of professional game development.

Moreover, I ventured into voice acting, portraying three characters (can you guess which ones?). This experience brought many valuable life lessons, making this journey unforgettable. A big thank you to everyone on the team for making it all possible!

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