Initializing
加藤 ジェイソン
Product-focused creative technologist with 10+ years delivering shipped products across games, simulation and interactive entertainment. Track record of product ownership in cross-functional Agile teams at enterprise scale and in indie game development. Combines strategic product thinking with hands-on technical fluency and creative direction. Currently focused on AI product development and GenAI integration. Bilingual in enterprise B2B and consumer B2C contexts.
Self-employed • Remote, Japan
Led end-to-end product development for diverse clients. Built AI chatbot products, interactive web applications with blockchain integration, and cross-platform games (PC/Mobile/VR). Currently developing AI-powered chess coaching platform integrating LLM conversation with real-time game analysis. Managed full product lifecycle from stakeholder discovery to go-to-market.
SAAB Training & Simulation • Sweden
Owned end-to-end delivery of scenario editor product for military training simulator in B2B enterprise environment. Managed product backlog, defined requirements with stakeholders, and led cross-functional collaboration between engineering, design and customer teams. Drove product roadmap decisions while maintaining hands-on technical contribution in C# and Unity. Delivered measurable training outcomes for defense sector client.
A Nice Company • Japan
Led creative vision and full-stack development for multiple shipped titles across mobile and VR platforms. LASERIX: Puzzle Islands achieved App Store "New Games We Love" feature, driving organic user acquisition. THIEVERY VR (Oculus Rift) pioneered immersive escape room mechanics. Owned complete product lifecycle from concept to post-launch iteration.
Seiha English Academy • Japan
Designed and delivered curriculum for 150+ students. Self-initiated VR learning application (Gear VR) to gamify vocabulary retention - early exploration of immersive education technology.
NetEnt • Sweden
Delivered slot game products for market-leading iGaming supplier. Collaborated with international cross-functional teams including designers, mathematicians and QA. Contributed to products generating significant revenue in regulated gaming markets.
Ottoboni • Sweden
Created interactive digital experiences at Stockholm creative agency. Delivered web campaigns, rich media advertising and interactive content for major Swedish brands. Collaborated with creative directors, designers and account managers.
Cross Culture Communication Center • Japan
Yamato Transport Company • Japan
Manpower • Sweden
Grin • 2008
Bionic Commando Rearmed (PS3)
Bajoum Interactive • 2006
Swedish Advent Calendar Game (PC)
University of Skövde • 2005
Volvo S80 driving simulator
Computer Game Development - Design & Programming
University of Skövde • Sweden
Genki Japanese and Culture School • Japan
Security Forces
Linköping • Sweden