The Level Designer Who Went Underwater episode artwork

EPISODE · May 18, 2026 · 20 MIN

The Level Designer Who Went Underwater

from The Killscreen Podcast · host Jamin Warren

Jakob Kudsk Steensen has spent fifteen years building a practice that doesn't fit neatly into any single category. He's not a game designer in the commercial sense. He's not exactly a filmmaker or a sculptor. He's someone using the tools of game engines to document ecologies that are disappearing.In this conversation, we talk about how he started modifying Unreal Tournament at 12 and never really stopped. We talk about why Fortnite's commercial success is directly responsible for the expressive tools artists like Jacob now use for free. We talk about the Far Cry 2 modification he made seventeen years ago—a swimmer, an island, a slope too steep to climb—that was the first time he thought of himself as an artist.We talk about the Berola glacier, which he digitized in 2022 and which collapsed the following year. We talk about what it actually feels like to dive into a volcanic vent. And we talk about Song Trapper—his most narrative work yet, and his return to something that looks more deliberately like a game.The full Otherworlds exhibition is on view at Phi Centre in Montreal through the summer.(00:00) - Meet Jakob Kudsk Steensen (01:27) - Origins Nature and Mods (04:42) - Why Unreal Works (09:16) - Other Worlds and Mourning Hosted by Jamin Warren. Music by Nick Sylvester.Subscribe to Killscreen for unlimited access to Jamin's writing and the archive at killscreen.com, member-exclusive newsletters and events. I love hearing from you! Email your questions and thoughts to [email protected] Please consider supporting independent media! ★ Support this podcast ★

Episode metadata supplied by the publisher feed · Published May 18, 2026

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