About Me





Hey there, I'm Jakob. I'm a game programmer and designer from Denmark with expertise in combat and level design as well as experience with various disciplines.

I've been making games for since i was 12,, starting with mods for Warcraft 3, and then moving on to making and releasing my own games.


Throughout the years i have worked on many different disciplines including Combat design, level design, VFX work, tool development, engine programming, sound design, lighting, shader work and more. Recently i've worked as gameplay designed and programmer at Rockstar, though the project is under strict NDA.

This site is a collection of some of the projects i have worked on - both professional and personal. If you only check out one thing on this site though, i suggest taking a look at the Seth Character Spotlight or my resume.


Rockstar
Project under strict NDA






Contract Work at Rockstar Studios.
Overview
Contract Work
Design
Programming
I worked as a gameplay designer and programmer at Rockstar over a 7 month period.
Rushdown Revolt
Click on a tile to learn more






A collection of showcases from my work on Rushdown Revolt.
Overview
Project Overview
Role & Responsibilities
RushRev is a platform fighter with a focus on fast-paced competitive gameplay and exciting combos.
Showcase
Seth Character Spotlight
Design
A promotional video for one of the playable characters i designed for Rushdown Revolt.
Story
Character Reworks
Design
A showcase of some of my design work establishing gameplay identities across the game's roster of characters.
Showcase
Fusion Characters
Design
Fusion Characters were an initiative that I oversaw to rapidly develop new characters with minimal asset costs.
Showcase
New Characters
Design
Teamwork
An outline of my involvement in RushRev's character production pipeline.
Showcase
Singleplayer Level Design
Design
Designing a singleplayer platforming experience to teach players Rushrev.
Story
Lighting and Visual overhaul
Lighting
Shaders
Adaptability
I was in charge of updating our character shaders, stage lighting, VFX and more, to combat the games visibility problem.
Story
Training Mode
Programming
UI
I implemented player facing tools for the in-game training mode.
Story
Kitbashed stages
Adaptability
Level Design
Lighting
I designed and implemented several new stages and stage gimmicks using existing assets.
Story
Tooling
Level Design
Programming
I designed and implemented a single player platforming experience meant to teach the players how to play RushRev.
Story
Rushdown Rainbow
Design
Adaptability
An April Fools version of the game where every character was completely redesigned made in a couple of weeks.
Contact






Shoot me a mail at jakobquaade@gmail.com!