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Jacob A. Grahn




Game Designer

Years Active



Jiggmin (real name Jacob Grahn) is an American independent video game developer.


Web Design

Grahn's first experience with programming was through a Java class he took in high school.[2] This sparked his interest in the field and in his senior year Grahn began working as a freelance web designer and opened on 2005-02-03 to serve as a portfolio for potential employers.[3] Grahn created his designs in Adobe Flash rather than using usual web-based languages that ranged from headers to entire websites. Over the year, Grahn received several offers from various companies, including cdatasolutions, Fiber Patrol, Net Noose, and Appol Contracting.[4][5][6]

Video Game Development

Early Years (2005-06)

After learning of a competition on Armor Games' website (then known as Games of Gondor) for users to develop a Flash game with a requirement that it related to The Lord of the Rings, Grahn created his first game titled Red Earth on the side in a few days and submitted it on 2005-03-15.[7]. Finishing around 15th place,[8] the game was unexpectedly a moderate success, prompting Grahn to develop and enter a sequel the following month in another contest.[9] The Red Earth series' success lead Armor Games to offer Grahn money to come up with a larger, more expansive project.[10] He settled on an adventure RPG concept known as Kimblis the Blue, which he worked on for the next several months before releasing it in October. The game quickly became a success, peaking at being the 2,941st most played game on the popular website Newgrounds.[11]

After Kimblis the Blue, Grahn increasingly devoted more time to game development, completing several within the next few months, among them being the popular Uber Breakout series. Grahn became temporarily employed at the sports-themed gaming website in March 2006,[12] where he produced Mines and Uber Pool. Due to his dwindling interest in web design, Grahn moved to a new website dedicated to his games named (later shortened to in April.[13] Grahn's next project Destroyers of Planets was intended to be another RPG, similar to Kimblis,[14][15] and would be in development for several months before ultimately being dropped quietly for unknown reasons. However, during a week-long break in October, Grahn made The Game of Disorientation, which was met with very positive reception and became Grahn's most successful project at the time.

Platform Racing and Success (2007-08)

2007 marked Grahn's expansion to online multiplayer games, including the releases of Click Upon Dots, Kongregate Racing, Platform Racing, and Volly-Bounce. While most were met with moderate success, Platform Racing proved to be extremely popular and would launch Grahn's most famous series. Apart from multiplayer games, Grahn also developed Rolley-Ball, which was released in January and tied for third place in a Mousebreaker competition.[16] Beat Master 3000 and Orbit were also released a month later, with the latter being developed in a single day as a personal challenge.[17] Grahn began working on Uber Space Shooter in July, which eventually saw a November release after multiple delays. The game was quickly followed up by Musical Evenizer three and a half weeks later.

After Musical Evenizer 's release, Grahn began focusing his efforts on Platform Racing 2 for the next six months.[18] A beta was published on his website in the following February[19] before the full game was released in May. The game quickly soared in popularity, briefly holding the highest rating on Kongregate that summer and eventually becoming the most played game on the website in December 2009, a title it would hold until March 2012 when it was surpassed by Tyrant.[20][21] Platform Racing 2 went on to win the "People's Choice" award at the Mochi's 2009 Flash Gaming Summit Awards along with being runner-up for "Best Multiplayer Game".[22][23]

Grahn's next project began development in August 2008 and was named Neverending Light (then titled Never Ending Night[24]), though he had first thought of the idea a year prior. The game was the first of Grahn's to feature mature themes and have well-known voice actors, such as Lani Minella. A demo was first released a month later and was completed the following February. Although not as successful as Platform Racing 2, Neverending Light received high praise for its production values and briefly held the highest rating on Newgrounds.[25][26]

Collaborations (2009-10)

In January 2009, Grahn met with fellow indie developer Greg Wohlwend from Intuition Games where they challenged themselves to develop and finish one game for each day of the month, with Grahn programming while Wohlwend worked on art.[27] However, this plan soon proved to be infeasible and was quickly dropped in favor of a more operable schedule.[28] The pair ended up creating several small games by the month's end, including The Great Red Herring Chase, Effing Hail[29] Inkclipse[30] Murder in Crowland[31], and ZigZagZak.[32] Although Effing Hail and The Great Red Herring Chase would later be released in April and July, respectively, the remainder were never published due to inability to find sponsorships.[33]

Grahn spent much of the remainder of the year behind the scenes working on Platform Racing 3, which had begun development in October 2008,[34] however he took a break to work on Competitive Line Waiting alone in November for a Kongregate contest.[35]

On 2010-03-22, inXile Entertainment announced via a press release that the company's Sparkworkz division, known for hosting Line Rider and other indie games, had been collaborating with Grahn on Platform Racing 3 by designing the game's art and bringing the installment to mobile platforms.[36] Grahn confirmed the news the next day on his website[37] and a beta was later released in July exclusively on Sparkworkz's website to positive reception. Although the game received major updates through December, a full release never occurred due to Sparkworkz suffering extensive layoffs in 2011 that left the division with only enough employees to maintain their servers, preventing Grahn from publishing further updates.[38]

While Platform Racing 3 was nearing towards its beta release in May, Grahn reunited with Wohlwend to create a sequel to Effing Hail known as Effing Meteors, which was announced a week later.[39] Development was spread out over the year due to Grahn's obligations with Platform Racing 3 and the game was released in December to positive reception, ultimately surpassing the original in popularity. Effing Meteors would go on to become the final single-player game Grahn would create and collaboration he took part in.

War of the Web and Hiatus (2011-Present)

Following a redesign of his website in January 2011, Grahn announced that his next project would be War of the Web, which would serve as a spiritual successor to an old forum game that was no longer compatible with the software.[40] The game was placed on a hiatus a few weeks after being announced, however, in favor of updating older projects. Later that June, Grahn began working on a smaller-scale game known as Creation, which was intended to replace his forum's vBulletin chat.[41] Creation was released in August, although overtime it turned into its own game and was eventually published on other websites in 2012.

Development on War of the Web resumed in October, with Grahn hosting several livestreams throughout the next two months showing the game's progress. An alpha was released on New Year's 2012[42] to allow for beta testing before it was released on other websites in March.

Following War of the Web 's release, Grahn announced that he would no longer use Flash to develop games, citing its declining popularity, and his next project, Luna, would be written in JavaScript to test the format before a potential fourth Platform Racing installment.[43] Despite this announcement, War of the Web would be Grahn's final finished project. Although several games were announced over the next two years, none saw completion. Luna was placed on-hold once his Motley Monday series began before being removed from his website in June 2013[44] while he was reprogramming it,[45][46] however the game never returned. Two placeholder websites were set up for Platform Racing 4 on December 1st that year[47] with plans to release updates to beta testers in the coming weeks, though no further updates were made and the domains were closed the following June.[48] Grahn also announced Futurism in October, which was the first of his games to be open sourced. The game was originally planned to be completed in one week as a challenge, though similarly to his situation with Wohlwend, this proved to be impractical and was dropped after two days.[49] Development instead lasted several months, with a public beta opening the following May.[50] The domain abruptly closed a month later, however, and updates on GitHub ceased in August.

After Futurism 's cancellation, Grahn entered an on-going hiatus. While many assumed he retired from game development after's unannounced closure in July 2015 and learning from forum moderators that he found another full-time job,[51] Grahn later stated on his replacement website Freegoose that he plans to develop more games eventually, specifically another Platform Racing installment.[52]


  • Jiggmin's alias was originally "Jaggman", with the first three letters representing his initials. The a's were swapped with i's one day out of random and he decided to stick with it.[53]
    • Jiggmin originally planned to keep his alias and real identity unlinked to direct attention away from himself, intending to turn Jiggmin into a mysterious character that he worked for.[54]
  • Jiggmin's avatar comes from an advertisement for the hair loss drug Propecia.[55]
  • Jiggmin's favorite level in Platform Racing 2 is "Its New York!", with his second being "Soul Temple".[56]
    • His favorite songs in Platform Racing 2 are Paradise on E and Instrumental #4.[57]
  • Snorlax is Jiggmin's favorite Pokemon, with Ditto being second.[58]
  • Ocarina of Time was Jiggmin's favorite console game as of 2011.[59]
  • Jiggmin prefers to work on multiplayer games over single-player ones as he finds them more challenging to make.[60]
  • Jiggmin privately revealed in the Mod Hut on his forum on 2015-03-07 that one of the reasons for his inactivity was that he "met the girl he was going to marry". He later publicly posted that he was engaged on 2015-12-19 on his Facebook and married two months afterwards on 2016-02-16.
  • Jiggmin is 1/16th Swedish.[61]



  53. Revealed at 27:21.
  56. 2:20.
  57. 11:10.
  58. 56:20.
  59. 49:00.
  60. 1:32:55.
  61. 8:40.