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Hej! Hello! Hola! 👋

I'm Jakob – an 

Gameplay & Systems Designer
Award-Winning

currently based in Stockholm. 

As a designer, I love using gameplay and player decisions to evoke emotions – tension, calm, power, etc. – especially through gameplay loops, encounters, and progression. I also love cross-disciplinary problem-solving.

I have a background in Marketing, Business Intelligence, and Programming.

Portfolio Title

PORTFOLIO PROJECTS 

Quick Guide

Fear of the Light

  • Biggest project. Most polished. Fully released on Steam with telemetry.

  • Award-winning and award-nominated.

  • Nice core gameplay loop, player tools, and systemic horror experience.

  • Good encounter design.

  • Built in Unreal.

Goozilla

  • Good adaptive 3Cs design.

  • ​Solid core gameplay loop contributing to an escalating power fantasy.

  • Includes more technical design highlights (software architecture, tools, code, etc.)​

  • Built in Unreal.

And don't forget to floss...

  • Solo project that is more personal and meaningful.

  • Good at tension-building and emotional delivery.

  • Stronger narrative.

  • Built in Twine.

FEAR OF THE LIGHT

(2024)

A systemic Survival Horror stealth game where light is scarier than darkness and you use tools and data terminals to avoid enemies, stay out of the light, and escape. The game has a strong core gameplay loop and is a good example of systemic horror design, tension building through tools and encounters, and data-driven design.

Released on Steam, Nominated for Best Design at the Swedish Game Awards 2024, and Winner of Best Tech at the Futuregames Awards 2024.

Design Tasks

Gameplay Loops

Player 3Cs

Player Tools & Abilities

Encounters

Telemetry

Steam Integration

👨‍👩‍👦

10 members

7 weeks in school,

6 months continued

Made in

Released on

GOOZILLA

(2024)

A satisfying Rogue-like Kaiju-sim and escalating power fantasy where you destroy a city as a slime monster that grows larger and gains new abilities when it eats props and enemies. It's a good example of how the 3Cs and gameplay loops are used to create feelings of power, of collaboration with other disciplines, and of technical implementation and infrastructure skills.

Gameplay & System Design Tasks

Player 3Cs

Eating Ability & System

Gameplay Loops & Progression

Growth System

Quests System

Balancing

Technical Design Tasks

Upgrade System Infrastructure

Level Design Tools

Growth & Eating System Infrastructure

Balancing Tools

👨‍👩‍👦

8 members

4 weeks in school

Made in

Released on

AND DON'T FORGET TO FLOSS...

(2024)

A short Horror Visual Novel about anxiety and pressure, as well as the well-meaning, but sometimes harmful, things we hear from others. It's a good example of how I use player choices to build tension and anxiety, and of holistic design where many aspects of design synergize to create an escalating emotional experience.

Design Tasks

Gameplay Loops

Player 3Cs

Emotional Feedback Mechanics

Narrative Pacing & Flow

Dialogue Choice Design

Writing

👨‍👩‍👦

Solo project

3 months

Made in

Released on

Hey! I'm Jakob – an 
Award-Nominated
Gameplay & Systems Designer
currently based in Stockholm. 
As a designer, I love using player decisions and actions to evoke emotions, for example, to build feelings of tension, surprise, power, or calm. I also love
cross-disciplinary problem-solving and the creative cross-pollination that arises in that collaboration.
I have been Programming on-and-off in various languages for over 10 years, and I have an MBA and several years of professional experience in Marketing and Business Intelligence.

Jakob Ferenius

Gameplay & Systems Designer 🎮

Hello | Hola | Hej | 👋 |

Hey! I'm Jakob – an Award-Nominated Gameplay & Systems Designer currently based in Stockholm. 

As a designer, I love using gameplay and player decisions to evoke emotions – tension, calm, power, etc. – especially through gameplay loops, encounters, and progression. I also love cross-disciplinary problem-solving.

I have a background in marketing, business intelligence, and programming.

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