Linea
Sehested
Arnesen

Game design, project management and media communication

Welcome to my portfolio!

about me

Hi! I’m Linea, a game designer with a passion for games, the gaming world and gaming communities. I have a Bachelor of Arts in Media Studies with a specialisation in Game Design, which gives me a skillset in game design, project management and media communication on and across platforms and medias. You can read more about the projects I´ve participated in below

What interests me most about games is the playful and immersive space between story, interactivity and player agency, especially in areas such as story structures, worldbuilding, spatial storytelling, game balance, emergent gameplay, UX and colours and shapes as visual and/or interactive storytelling.

Besides game design, I aslo have a skill set in media communication and strategy, idea generation, target group research and segmentation, market research, user testing and playtesting, prototyping, project management, game programming and media production—including films, podcasts, posters, social media, apps and websites. You can see examples of this in the projects i´ve worked on.

My knowledge and skill sets give me a unique perspective on theory, design, communication and media strategies in games and the gaming world, that can be applied in a broad field of game design, project management, marketing, and media communication.

Projects and experience

Through my education, I have participated in several projects, spanning from game development to film production to media and marketing strategies. In my free time, I also enjoy working on my own projects, sometimes in collaboration with others or by myself. This includes games, films and media communication.

Games

Next Stop

Video game 2026

Game designerProject managerNarrative designer

Next Stop was a visual novel as a vertical slice that I worked on as part of a university project.

It´s a 2D singleplayer game with a branching narrative about life, death and the choices we make along the way, that ultimately shapes our life. It explores player agency, consequences and narrative exploration that hopefully can create reflection and meaningful play.

Our vision with the game was to make the player feel like their choices had a real effect on the game and narrative, which is why we focused on both local and global agency through dialogue, the choices and consequences in different branches, but becuase of the exploding combinatorics, we decided to use a foldback branching narrative design strcuture, similar to a chessboard, meaning that the narrative branches out, but later on folds back into the structure, ultimately resulting in 2 endings.

We were also very interested in the thought of exploring what life could have been like, if you had made other choices. Therefore, we used the narrative structure of Kishutenketsu. It consists of 4 acts, the 3rd being a twist that reconceptualize the game, where we chose to open up the game in the 3rd act, giving the player the choice to start from the beginning or exit the game. With these thoughts, our work resulted in a visual novel where the player can experience and reflect on different life choices, consequences, new characters and scenes in different branches, enabling replayability and narrative exploration. View Next Stop on itch.io (opens in a new tab)

House Heist

Video game 2024

Game designerGame programmer

House Heist was a multiplayer game as a vertical slice that I worked on as part of a university project. It´s a 2D assymetrical hotseat co-op game, which means that the game is meant to be played by 2 players, who each has different tools, which means that they has to work together in a hectic manner.

We thought it could be fun to make a co-op game where there players play two thieves, who has to rob an old lady´s house, collecting as many collectibles as possible and get out of the house without getting caught before the timer runs out. Our vision with the game was for the player to feel that thrilling stomach tickling feeling you get, when you are hiding from someone, and you don´t know when or if you are getting caught. We tried to create that feeling by adding more enemies and obstacles in form of watch dogs, creaking floor, a dark ennviroment, where you can´t see much, unless it´s right in front of you, and hiding spots, where you can hide from the enemies. If you get seen by the watch dogs or make noise, the house resident will be triggered to come, and if she sees one of the players, the game is over. For the asymetrical co-op, we gave one of the players a key, meaning they are the only one who can open doors, and the other player a flashlight, meaning that they will have to cooperate to get through the level, while hiding and avoiding detection, creating a fun and thrilling experience. View House Heist on itch.io (opens in a new tab)

Media communication and strategies

Sagn og Andre Skæbner (Tales and Other Destinies)

Transmedia universe

Tales and Other Destinies was a transmedia concept, developed for a university project, resulting in an idea and production manual and media and marketing stragedy. It is a historical fantasy and learning universe set in Denmark around 1770, combining fictional characters and stories blending danish history and folklore.

The idea came from my interest in story worlds that blend fact, history and fiction, and my own curiosity about how people´s lives, hardships and beliefs shaped stories and folklores of witches, magic and mythical creatures. My vision was to make danish cultural history and folklore more immersive to explore thorugh a fictional world where history and folklore comes alive. The universe was designed across several medias, and each media was designed to contribute something different:

  • An open-world RPG mobile game, would let players experience the world through an interactive fictional narrative.
  • A website and wiki, would expand the universe with background information and journal enntries
  • A novel trilogy, would explore more of the world, the protagonist´s backstory and relationships
  • A museum exhibition, would connect the fictional universe to real danish history and folklore

These medias, alongside social media and marketing would offer different entry points into the universe. QR codes , easter eggs and cross-media references would encourage audiences to explore further, connecting storytelling and hisotrical learning across platforms.

The project gave me experience in market and audience research, applying theoretical frameworks, developing a connected universe and planning stories and production across multiple media.

Excerpts from the production manual

Short films

The Weight of Hope

sustainable short film 2026

Producereditorgreen manager

The Weight of Hope was a experimental short film that I worked on as part of a university project about sustainability in media production. It is a one-shot short drama film about the paradox between hope and despair in relation to climate change.

The protagonist walks through a lush green forest while listening to a climate podcast, initially feeling motivated to make a difference, but gradually becomes overwhelmed by the scale and negativity of the climate crisis, while trash starts appearing around her, until she collapses by the weight of the negativity. When she sees other people taking action together, she regains hope, highlighting the importance of community when dealing with sustainability.

We chose to tell the story in one continuous one-shot to make the protagonist's emotional development feel immediate and immersive. We wanted to highlight the shift of between hope and despair by adding a contrast of the green forest and a dry field filled with trash. To highlight the contrast even more, when the protagonist sees the trash, the podcast becomes increasingly distorted, used to visually and aurally reflect her transition from hope to despair and back again.

Sustainability was not only a part if the story, but also a big part of the production. As green manager, I worked with the Green Producer Tool and Green Storytelling Checklist to guide our decisions. We filmed close to campus, used public transportation and walking, natural light, minimal equipment, existing props and the actress's own clothing instead of purchasing new materials. This project gave me experience and theoretical groundswork with thinking about sustainability across both the creative and practical sides of media production.

Vær Hos Os (Be With Us)

short film

Camera operatorscript writer

Be With Us was a short film that I worked on as part of a university film production project.

It´s a short drama film about grief, loneliness and unexpected connection, following two very different people who are both dealing with grief and unexpectedly finds comfort in each other through conversations about religion, loss and their perspectives on life. The central premise was that grief and loneliness can be healed through unexpected acquaintances.

An important part of developing the story was the idea of a priest who begins to question God’s will, creating a conflict between faith and grief. We wanted the film to approach these heavy themes in a quiet and reflective way, supported by warm, slightly old-fashioned colours, low-key lighting and religious music such as hymns and organ music. The project gave me experience and theoretical knowledge with writing a scritpt and experience and theoretical knowledge with operating a camera.