Hi, I'm Jakob and I have the seemingly uncorrectable habit of making games. After a bit over a decade in web development I decided to leave that Sisyphus hill to pursue a full time career in game creation. After graduating from The Game Assembly, with an internship at Hiber, I'm currently working at Paradox Development Studios as a gameplay programmer on Crusader Kings III.
Below is an incomplete list of my creations thus far, both from school and spare time.
School projects (The Game Assembly)
Sky traveller
(Spring 2021)
"Jump, climb and dash your way through floating islands while avoiding obstacles to reach your destination."
A first-person parkour platformer that was nominated for 'Best tech' at Swedish Game Awards 2021. Written in C++ using the custom ECS-based game engine Sidetrack. Game made at TGA as part of team "Colosal Alpha Frogs".
Promenad (individual specialization)
(Spring 2021)
A purely procedural animation system. Characters can walk at different speeds and traverse simple terrain. They can also hold hands.
This is the result of my specialization at TGA. It is written in C, using a data-oriented style, on top of the excellent Raylib.
Delirium
(Spring 2021)
"Your foolish curiosity leads you to face the unresolved mysteries of the forgotten depths. Collect the memoirs of the past and hold on to your sanity."
A claustrophobic psychological horror story set in an abandoned mine. Written in C++ using the custom ECS-based game engine Sidetrack. Game made at TGA as part of team "Colosal Alpha Frogs".
Watch let's plays by:
BeatRoot,
Indie Horror Playthroughs,
CJUGames, and
Elrenia.
3D Rendering Course
(Fall 2020)
Custom Direct X 11 renderer written in C++ and HLSL for a course at TGA.
Features:
- PBR
- HDR
- Instancing
- Animation
- Bloom
- Motion blur
- Light volumes
- Forward and Deferred rendering
Moriningstar
(Fall 2020)
"By the order of the Judicators – hack and slash to save Dustwick from mutants and monster created by the deranged baron."
A top-down dungeon crawler set in a corrupted town. Written in C++ using the custom ECS-based game engine Sidetrack. Game made at TGA as part of team "Colosal Alpha Frogs".
8th floor
(Spring 2020)
“Solve mysteries to escape the evil lurking inside this reality-bending library"
A platformer set in a mystic forest. Written in C++ at TGA as part of team "Yippee ki yay Catalogers".
Darkwood
(Spring 2020)
"Grapple, dash and jump through the obstacles in your path. Save your siblings, and with their help, defeat your own mother!"
A platformer set in a mystic forest. Written in C++ at TGA as part of team "Plat4merz".
Chill-a-lotl
(Spring 2020)
"Eat and beat the ocean's pricks to get powerful skills in an intense, underwater adventure."
A side scrolling shooter with a Vaporwave aestetic. Written in C++ at TGA as part of team "GIQ Entertainment".
Once upon a mine
(Autumn 2019)
"Help lazy dwarfs to get to their working stations. Strategically build the train track to pick up each dwarf and pass by each specific working station."
Puzzle game for smart phones about mine carts. Made in Unity at TGA as part of team "Boiler Wörks".
Dead man's route
(Autumn 2019)
"Your endless ride starts here, a possessed vehicle with only one mission. Take all the Halloween candy. Rampage the roads, create havoc, shield yourself from those who seek to harm!"
Halloween themed car game. Made in Unity at TGA as part of team "Gatjy Games Enterntainment studio".
Larger spare time projects
* Mai-chan's * Sweet buns
(shelved)
A Prototype puzzler about baking bread, created for A Game By It's Cover 2018. It is based on this 'my famicase' by Louistrations.
The game is a bakery themed matching game, but with the twist that you do not match triplets of the same thing. Instead different ingredients combine into each other.
Untitled witch hunt game
(shelved)
Untitled debate game about witch trials, inspired by JRPG's and older adventure games. It uses standard web technologies to simplify distribution and improve accessibility.
Earth Invades
October 2009
Classic top down space shooter where Earth-ians are invading the peaceful planet Mars. And only one pilot can stop them.
Download from Itch! (Screenshots)
(This game uses Adobe Flash and thus, depending on device and browser security settings, you may not be able to play it.)
Misc. Jam entries
Investicats
April 2019
A randomized novel about cats. Built using Twine 2 in under 72 hours for Ludum Dare 44.
A Fanfiction in Bohemia
(Early 2018)
An unfinished attempt to turn the Sherlock Holmes story "A scandal in bohemia" into interactive fiction. Built in Elm. Drafts versions submitted to both Ace Jam 2018 and No shit Sherlock Jam.
人気があるよ!(~Be popular!)
December 2017
Idol stelth! Dodge your fans to get to the radio station in time for you daily morning show. Developed in under 72 hours using the Godot engine for Ludum Dare 40.
The world is (a) flat
April 2017
Text adventure about apartment geography. Uses the same engine as "Untitled witch hunt game". Developed in under 72 hours for Ludum Dare 38.
Elevator boy simulator 1932
December 2016
A walking simulator, sans walking. Takes place in an evelvator during the Kreuger crash of 1932. Uses the UI module from "Untitled witch hunt game". Developed in under 72 hours for Ludum Dare 37.
Hairs from Hell
August 2016
Lovecraftian hairdo horror. Uses the same engine as "Untitled witch hunt game". Developed in under 48 hours for AGBIC 2016.
Shifty witch
April 2016
Switch between witch form and bird from in this side scrolling shooter. Developed in under 48 hours for Ludum Dare 35.
Fjuffy teh kloud
April 2015
Help Fluffy (a dyslectic cloud) prevent global warming by collecting carbon dioxide. Developed in under 48 hours for Ludum Dare 32.
Attraction by default
April 2014
Move through levels by pulling towards the closest control point. The game has a total of 14 levels, but the last one is intentionally uncompletable (this is a prototype and not a complete game ;P). Developed for the single-button-game challange at indiegamedev.se.