Kasper – Finding his place between code and game design
Kasper began by wanting to build everything from scratch, from game engines and rendering to physics. At Futuregames, he discovered that what interested him most was the interplay between code and design, and how technical systems can make it easier to test and improve creative ideas.

Futuregames Q&A
Today, he is studying Game Design in Stockholm and developing the combat-focused game MURK through Loud Woman, the studio he co-founded with fellow Futuregames student Cecilia Wretemark-Hauck. We spoke to Kasper about finding his direction, stepping outside his comfort zone and learning to share unfinished work.
“Create things to show others and ask for feedback. That’s how you test your ideas.“
Kasper Enwall
What is your name, and which Futuregames program do you study?
My name is Kasper Enwall. I study Game Design in Stockholm and will graduate in 2026.
What are you doing today?
I’m working on a game called MURK through Loud Woman, a studio founded by me and Cecilia, another Game Design student. It is a combat-focused game, so there is lots of iterating and balancing going on at the moment.
Why did you choose Futuregames, and what did you hope to get out of the program?
I wasn’t sure what kind of designer I wanted to be. Through trying out different roles in group projects, exploring new things in assignments and talking to teachers and other students, you’ll figure it out! Or at least figure out where you want to start
I started out wanting to make everything from scratch, writing my own engine, rendering and physics. Doing that for a while made me realise just how complex games are, and that I was building systems rather than games.
I really like the interplay between code and design, and creating systems that allow you to easily test and iterate on ideas. After switching to a commercial game engine, I found building gameplay systems just as rewarding, if not more so. I chose the systems and tech specialisation at Futuregames, and my programming background really helped with the technical aspects.
What stands out most when you look back at your time at Futuregames?
Meeting other aspiring designers and endlessly discussing design ideas with people bringing perspectives from different genres. There’s no better place to give and receive feedback on designs. Just walk around the classroom and you’ll find someone with something exciting to show you.
How did you learn to become more comfortable with sharing unfinished work?
My biggest challenge was always, definitely not still is, nuh-uh, letting people play what I’m making. Overcoming the urge to refine and polish something before showing it to anyone is difficult.
Having Jury Days every week during game projects is stressful, but it really shows you how important it is to playtest early. Having to redo the UI at the last second might be fun when it’s a school project, but otherwise maybe not so much. Getting feedback the following week that the UI now works is great. Having the praise end there makes you wish you had another week to iterate.
You’re now the co-founder of an indie studio. Was that the path you expected?
I promised myself not to go indie. I accidentally started working on a project that I just need to finish first. Then I’ll stop, promise.
How has your time at Futuregames helped you in what you do today?
I met incredible people, both industry professionals who have graciously helped us and students I can’t wait to work on future projects with.
I also learnt how to work in a group, design and create under time constraints, make the most out of features and know what to cut.
Which Futuregames projects are you particularly proud of?
Super Judge Simulator was created during a two-week UI course with Ahmed Salama. You play as a judge sentencing people based on randomly generated laws while working under time pressure.
The project showed me how great pair programming can be. Thanks to the amazing teamwork, we managed to create a fun game in a short amount of time. Making a game with such a strong focus on UI was very fun and rewarding.

Play Super Judge Simulator on itch.io
Lymbo was created during our final game project. Each designer created their own level for the protagonist, Frank Walking, to fulfil his final wish in. As a designer mainly focused on combat, creating a purely narrative experience was very interesting. Once again, thanks to great teamwork, the game turned out really well.

I’m also proud of continuously putting in the work, the projects where I stepped outside my comfort zone and tried something new, and becoming better at receiving feedback.
What advice would you give to someone considering Futuregames or hoping to work in the games industry?
Create things to show others and ask for feedback. That’s how you test your ideas.
I used to spend months working on things before showing them to anyone. Now, the first thing I think about is: how can I get this into someone’s hands so I can receive feedback?
What’s next for you?
MURK! Definitely check it out and add it to your wishlist
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