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For more information:

About me

Hi! My name is Jan Björk and I am currently looking for internship opportunities in the game industry, primarily as a producer and generalist game designer. Though I am based in Stockholm, location is a secondary concern.

 

I have a wide array of interests and just as wide of a background; I have studied, taught, and done research at the Stockholm School of Economics, have had management experience through my work as a market strategy and business development consultant, studied cinema studies for 18 months at Stockholm University, and finally found my way into games.

 

I started my journey as a game designer in 2022 at the Södertörn University Games Program and was accepted to the Game Designer program at FutureGames in 2023, specializing in systems and tech design.

 

My professional background has proven to be a major factor of success in areas such as product ownership and team management in FutureGames projects, as demonstrated by the recognition, feedback, and reception these games have received.

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About Me
Game Projects

Game Projects

This is a selection of projects completed at FutureGames. As I have held lead roles on these projects, these are described on a more general level and showcase my care for products as a whole, including vision keeping, communication, and user experience.

FleshBound (2024)

Platform:

Role:

PC

Product Owner

Team size:

Engine:

10-12

Unreal

Winner of multiple SGA and FGA awards

Goozilla (2024)

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Platform:

Role:

PC

Product Owner

Art Director

Team size:

Engine:

8

Unreal

Fast paced, ability-driven arcade destruction

Wingman (2024)

Platform:

Mobile / PC

Role:

Lead Game Designer

Engine:

Unity

Team size:

13

Arcade air racing simulator for mobile

Prototypes

Prototypes

These prototypes are less polished and are incomplete in some ways but demonstrate my individual hands-on practical abilities, as opposed to the producer role of the game projects. These primarily showcase my creativity or highlight specific proficiencies in technical and systems design solutions.

Scratcher Catcher (2023)

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Platform:

Roles:

PC

Product Owner

Lead Game Designer

Team size:

Engine:

4

Unity

Brief:

Develop a prototype displaying the game mechanics “collection” and “chance”.

Third Person Speed Chess (2024)

Platform:

Role:

PC

Solo project

Engine:

Unity

Third Person Speed Chess

F.A.Q.

Here are some of my answers to common questions that I have receiced. If you have any others, feel free to contact me!

​​Q: What do you mean by "generalist"?

A: I love having a helicopter perspective and care for the vision of the project but I also love getting my hands dirty and helping out the team in any way I can. Sometimes, that means constructing a shader, sometimes it means reviewing c++ code with a programmer, and sometimes it means constructing an entire missing feature of the game from scratch. It all depends on what the experience is missing.

Q: Are you ​open to international opportunities?

A: Yes! Even though I am based in Stockholm, I am open to any opportunity that will help me learn and develop my skills further!

Q: Which of your games was your favourite?

A: I would have to say FleshBound. Not just because it is the most successful game in my portfolio, but because it also was such a joy to work on. The team was motivated, everyone helped everyone else out, the vision was clear, and all of us had a lot of fun and took real pride in our work!

Q: Do you have any FleshBound merch?

A: Sadly no. I had T-shirts printed for the team and made large scale cardboard cutouts of the enemy textures as marketing material along with posters and business cards with the logo and URL but there is unfortunately no other merch. We do have the soundtrack available for free on Steam though.

F.A.Q.

If you have any questions that are unanswered, please reach out.

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