Hi, I’m Jason Kato
With over 10 years of professional development experience in gaming, simulation, and entertainment, I have worked in cross-functional Scrum teams at enterprise companies and independently as a one-man team.
Comfortable in both technical and creative roles, my interests span programming, game design, level design, UX design, art direction, production design and more.
Creative: Product design, Game design, Level design, UX design, Art direction.
Management: Product owner, Customer management.
Communication: English, Swedish, Japanese

Portfolio

At Saab Training and Simulation I developed a military weapon training simulator, enabling trainees to fire replicas at a projected 3D environment.
Responsibilities included development on the client and host of the main product using Unity, designing and developing the scenario editor (including UX, prototype development, and product development), creating scenarios, and managing ad hoc customer needs.
Work was performed on-site in Sweden, in Czechia, and remotely with cross-functional teams.


The teams that were involved in my project changed a lot during the time but about 3 scrum teams, excluding managers and hardware.
Some of my contributions beyond daily development tasks that helped me exceed my employer's expectations was:
Presentation
Presentation of exercise results, to attract people during for industry events. There was no such requirement but I felt there was a need during some downtime.UX
Highly improved UX thanks to a Target Indicator system I designed and implemented in my free time.
Customer Management
I flew to meet a customer for a week and work on our scenario delivery together. It was highly appreciated and we could deliver to a happy customer.
Prototyping
After a study of different technologies by my team, I single-handedly designed and developed a working prototype for the Scenario Editor in Unity over a span of three months.Creative: Product design, Prototyping, UI/UX design.
Management: Component owner, Customer management.
Communication: Swedish, English.
Saab Training and Simulation | Sweden, Czech Republic, Remote | 2018-2021
All copyright belongs to Saab.

Access available upon request.
Creative
Product Design: Designed flows and fluid transitions to create a polished, cohesive experience across devices and platforms (Mobile & PC).Game Design: Designed gameplay mechanics and systems.
Art Direction: Developed the visual styles and presentations.
Sound Design: Created and implemented immersive, dynamic sound effects with timed, attention-grabbing, and exciting feedback.
Technical
Architecture: Architected client-server communications with Nano integration.Server Management: Deployed on VPS with Nginx.
Blockchain Integration: Built a Node.js web service for deposits, withdrawals, and faucet functionality.
Game Development: Developed gameplay mechanics and client (JS, PixiJS).
Service Development: Built the core service infrastructure used by the products, enabling real-world testing through internal usage (dogfooding).
AI Integration: Integrated a custom ChatpGPT bot that can use the service.
Backend Development: Created APIs and backend with Node.js.
Web Development: HTML, CSS, JavaScript, python for mobile and PC.
Leadership
End-to-End Ownership: Solely planned, designed, and executed all projects lifecycles spanning creative direction, technical implementation, and deployment.Project Management: Independently managed timelines, priorities, and scope to deliver a cohesive, polished product spanning multiple disciplines.
Creative: UX, Game design, Art direction, Sound design.
AI: Yes.
Management: Projects, Products.
2024-2025

Made in my one man team – Featured on App Store “New Games We Love”. Laserix is a relaxing light reflection puzzler where you catch gems by reflecting lasers.

Can you tell I got inspiration for the art direction from The Legend of Zelda: The Wind Waker?

First level gives away all the mirrors positions using hints, the player only need to figure out the rotations.
Web
2D
Flash AS 2.0
Mouse
PSP
2D
Lua script
Buttons
Android
3D
Unity C#
Touch
Android, iOS
3D
Unity C#
Touch
The spark for Laserix
The idea came from a concept shared by a friend, who I also coaxed into creating a handful of levels across the Laserix series. I took the initial idea and let it evolve freely in my mind. This wasn't just a game to me, but an adventurous foray into coding, design and yes, a bit of math...
Development of Puzzle Islands
Minor prototyping
Core mechanics already set from previous versions. Prototyping potential new gameplay mechanics.
Art direction
Mood board and references.
Inspiration from Zelda Windwaker (GC) and Lara croft Go (Mobile).
Exploring technical solutions for light, grass and water.
Technical art and asset development (Unity's built in render pipeline)
Exploring technical solutions
for light, grass and water.
Assets were created using Maya, Photoshop, and Unity.
Shaders with art direction and technical limitations like draw calls in mind.

Point light for diamonds and fireflies was made by creating a stencil shader.

Water shader created a la windwaker.
Placeable tiles shown by animating the material color.

Grass low poly modelled in Maya, sways in “the wind” by rotation. One draw call for all grass if I’m not mistaken. Stormy water with big waves.

Light rays made with a textured quad. Arrows animated by their UV.
I could change the ambience by my premade conditions like night, rain, wind, sound. Here clear calm water. Purple key light.
Developing the game
Developing assets and developing the game was In parallel with creative or technical tasks depending on feel of the day and need.
• Writing code.
• Design: Levels, UI/UX, Sound.
• Playtest.
• VFX: particle effects, light, shaders, models, post processing.
• Integrations: Social, ads, IAP.
• Localization.
Developing the game - Level design
Level design can make or break a game, especially puzzles where it's all too easy for players to get stuck.In Laserix puzzles are not just important, they are everything, and that's what makes it so enjoyable to work on the level design. Even a seemingly obvious solution for a player can transform into a mind-bending challenge with just a slight tweak.
Not being a fan of hand-holding tutorials in games, I designed a smooth learning curve that seamlessly introduced new mechanics once players became comfortable with the previous ones, but always ensuring that they still had to think for themselves.
Towards the end hardcore puzzle solvers will also face a flurry of relentless, crafted puzzles. There's no procedural generation - each puzzle was designed to challenge and entertain.
Polish and Optimization
Optimization also took place during the whole process, when developing assets and the game, with an eye on the FPS, draw calls and Unity's Profiler.•Draw calls optimization (UI),
•Timing, flow, animation, presentation.
Last call for
• Bug fixes
• Nice to have
• Level design issues
• PR material.
• Release!
Creative: Original Idea, Prototyping, Design (Game, Level, Graphic, Sound, Product, UI/UX), Art direction, VFX.
Management: Project, Product, PR.
Communication: Japanese, English.
Made in my one man team @ A nice company | Japan | 2017

An action filled escape room puzzler with focus on realism and such it contains everything from an episode of Popeye to a shoot-out with a helicopter.
This was my first real venture into VR and it taught me a lot about developing a game for the platform.
Most 3D assets were premade but had to be processed for my game.
Modeling
Adapting models in Maya for VR.
Modelling drawers, doors, handles, inside of objects and simple objects.
Windows panes was pre shattered in Blender.
Textures
UV mapping, texture if needed, creating colliders.
Unity
Add and configure joints and scripts to make it interactive with the engine.
as well as custom game logic code like sound and particle material, inspired by CRYENGINE 🙂
Creative: Original Idea, Prototyping, Design (Game, Level, Graphic, Sound, Product, UI/UX), Art direction, VFX.
Management: Project, Product.
Made in my one man team, from idea to finished product @ Anicecompany | Japan | 2017-2018

Inspired by games like Wipeout, Ridge Racer and Ace Combat, I designed a simple high concept UX and placed it in a conceptual game.
The ship selection screen features two different themes - a light one and a dark one, centered around the controller, acting as natural pit stops in the user's journey.
In addition an in-game UI was created aiming to balance information and minimalism.
Wipeout has gone offroad!


Technical: 3D asset adjustments.
Creative: Original Idea, UI/UX. Conceptual design, Art direction, Motion graphics.
Ship models and original texture by Swiss_Fox. | 2023.

A basic terrain editor I made during a week and the first time I used AI as work tools, it was very rewarding!
Paint the terrain to raise/lower or use a tile selection tool and adjust the height.
Try it in your desktop browser.
Technical: Programming (C#), Unity URP/WebGL, Shadergraph.
Creative:
UX design, UI design, Art direction.
AI:
ChatGPT, Midjourney, Skybox Labs.
2023

An apartment I had the pleasure of staying in. The video shows the living room/open kitchen.

Maya, apartment was modelled and UV mapped.

Twinmotion, material adjustment, furnishing, lighting and presentation.
Creative: Presentation.
2023

A new spin on the slot. All game logic is done on the server.




Technical: Programming (C#, PHP), iOS, Android.
Creative: Original Idea, Prototyping, Design (Game, Level, Graphic, Sound, Motion, UI/UX), Art direction, VFX.
Management: Project, Product.
Communication: Japanese, English.
Made in my one man team @ A nice company | Japan | 2017
Music by Hayato. Character art by https://jewel-s.jp/

Escape the rice ball factory, roll down the green hills, up the freezing mountains and watch out for the lava in the volcano. Unluck new abilities such ground bash, dash and air jump.
Onigiri is a 2D platformer controlled by swiping. With inspiration from games like from Super Mario Bros, Kirby and Metroid it was developed for Mobile (Android/iOS) but unfortunately not released. One day I would like to have the opportunity to complete it and release for mobile and handhelds such as Steam deck.
Technical:
Programming (C#), iOS, Android.
Creative:
Original Idea, Prototyping, Design (Game, Level, Graphic, Sound, Motion, UI/UX), Art direction, VFX.
Management:
Project, Product, Testing.
Communication:
Japanese, English.
Made in my one man team @ A nice company | Japan | 2016.
Concept art by Ryo. Music by Hayato.

I modeled a BMW 330i in 2006 as part of my examination. The model, originally rendered at 45min a frame, here recaptured in much better quality - in real time - thanks to Unreal Engine.


Shaders and environment provided by Unreal Engine.
2006, 2022

A unique platformer where you rotate the world around you and the lesser you do the higher you score.
Technical:
Programming (C#), iOS, Android.
Creative:
Original Idea, Prototyping, Design (Game, Level, Graphic, Sound, Motion, UI/UX), Art direction, VFX.
Management:
Project, Product, Testing, PR.
Made in my one man team @ A nice company | Japan | 2016

Development of new online casino video slots as part of team of 10 people working at NetEnt in Stockholm. Close collaboration with programmers, graphic designers, testers, backend, sound designer, scrum master and product owner.

Work also consisted of maintenance of many other slots.

Evolution, another video slot I was part of from start.
Communication: Swedish, English.
NetEnt | Stockholm, Sweden | 2013

Production of a digital advertising campaign for a hospital.
My role involved concept and animation in After Effects with the end product displayed on digital signage at Aeon Mall.
Afterwards I contextualized the ad in Twinmotion.
Creative:
Concept, Motion graphics, Digital twin mock up.
Communication:
Japanese.
2023

In collaboration with project managers, art directors and copywriters, we created multiple issues of an interactive digital inspiration magazine, specifically curated for Vin & Sprit / Pernod Ricard. My contribution spanned across strategizing of content planning, programming, animating and 3D modelling. Winner of the Guldbladet Award in 2009.

Absolut Vodka, featured in many issues, here as a contest.

Reflections, very trendy at the time.





Creative: Motion design.
Communication: Swedish.
Ottoboni Group | Stockholm, Sweden | 2007-2009

A few samples of campaign and ad work I worked on at Ottoboni Group in Stockholm.


Creative: Motion design.
Communication: Swedish.
Ottoboni Group | Stockholm, Sweden | 2007-2009

A punishing but rewarding touch and swipe game in 2D where the player works in a rice ball factory and needs to sort rice balls by color.
Technical:
Programming (C#), iOS, Android.
Creative:
Original Idea, Prototyping, Design (Game, Level, Graphic, Sound, Motion, UI/UX), Art direction, VFX.
Management:
Project, Product, Testing, PR.
Communication:
Japanese, English.
Made in my one man rice-ball-making factory team @ A nice company | Japan | 2016

High concept UX and UI design for a mobile app.
Creative:
Original Idea. UI/UX. Art direction.
2023.

Generation of abstract patterns using sliders to change noise, shapes and colors.


Creative: Art direction.
2022

In collaboration with art directors, project managers and copywriters, I worked as a Flash developer on multiple corporate, consumer and sustainability websites.






Communication: Swedish.
Ottoboni Group | Stockholm, Sweden | 2007-2011

A continuation of A Light Bounce, a game I made for mobile, but in another style and with some different mechanics to make it easier.
Technical:
Programming (C#), Android.
Creative:
Original Idea, Prototyping, Design (Game, Level, Graphic, Sound, Motion, UI/UX), Art direction, VFX.
2019

A tricky original mobile puzzler.
Technical:
Programming (C#), Android.
Creative:
Original Idea, Prototyping, Design (Game, Level, Graphic, Sound, Motion, UI/UX), Art direction, VFX.
2021
Awesome brands I worked on






&
Awesome companies I worked at

Saab Dynamics - Training & Simulation
Saab is a Swedish aerospace and defence company, founded in 1937 with 19,000+ employees all over the world.


Net Entertainment
A supplier of digitally distributed gaming systems used by some of the world’s most successful online gaming operators.

Ottoboni Group
A bigger web agency in Stockholm, Sweden, that was later acquired.