Master’s Thesis: Transferring Meditative Tasks to Virtual Reality Through Bioadaption.

Master’s Thesis: Transferring Meditative Tasks to Virtual Reality Through Bioadaption.

Finally – my Master’s Thesis has been submitted for the review!

It is about how to use different biosignals for visual feedback in immersive virtual environments designed for various meditation practices, and making sense of all the entangled design perspectives based on two research projects. When done right, this is a clear use case where the added value is worth the constraints.

Alas, to hit the deadline, I had to narrow the focus leaving out all kind of exciting topics – the fully deconstrcuted and fledgeddesign guide and the wide expanse ssocial VR and affective cues. Luckily, there is a course left for which I have essay still to submit – perfect ground to finish what was started.

Read it here!

EU Election 2019 Campaign Flyer

EU Election 2019 Campaign Flyer

Flyer design for 2018 European Parliament elections. Intentetion was to be light, uplifting, urban, personal and local. Background collage features landmarks from all over the Savonia-Karelia consistuency.

Hot Swapper – What if switching bodies was easy?

For World Building Course,  Aalto Arts, February 2018

Hot Swapper is a mimetic fictional world exploring current age with single difference: technology to swap minds and bodies has recently emerged as black swan -technology. Right now, body swapping is safe, convenient, entertaining, cheap and available everywhere.

It is a world providing humorous setting for exploring  what makes us us – our identities, how we act in society, aspects and bindings of the social fabric, dark moral dilemmas, situational comedy and detective mysteries.  The presentation through the language of an pulp-fashion-magazine a tonque-in-cheeck tone on surface level balances the twisted narratives getting grim, fast.

World of Hot Swapper was envisioned to be told through episodic drama-comedy show, inspired by Black Mirror, Dollhouse and Judge Dredd. There are handful of one-off episode-plots sketched out, and a longer narrative arch envisioned to bind a season together, with plenty of potential to expand.  The setting would also work for games, for example as detective-adventure told through Virtual Reality, where the enhanced immersion truly shines in support of the overall carrying theme of the embodiment.

rolling towards another year

So much has happened, so few updates.
Slush, Junction, Assembly, PocketGameJam victory, Ludum Dares, and to that all the things at worka and in the courses. HTML5 tricks, Service design, 3D character animation, foley audio and learning Reaper and Wwise, storytelling, academic articles and getting first ciation, and so many exciting projects. The great news for year 2017: There is funding to more reseatch about mediatiotin in VR.

Please look at twitter for some recent screens.
Website rehaul is still on it’s way, eventually.

What has been going on?

What has been going on?

I’m alive!
It has been a hectic year two years in Aalto University Game Design Masters program, while working as a research asstistant in HIIT.
So many cool projects tell you about, but little time for updating the website. Check twitter about screens of recent projects and instagram “FurtherForm” for a photo-blog.

Ludum Dare 30/48h post mortem

Filllight screenshot

This was my first gamejam entry ever.
My participation to “Ludum Dare 30. 48h solo from scratch challenge” happened almost by accident. I knew the Ludum Dare was coming as a friend had asked me to join his team, but as the voting result nearer and nearer, I got swooned up in the hype and decided to try to do entry of my own. Just get something simple finished. I’m not a programmer, so getting anything ready would be a learnt experience of coding and Unity.

First I planned to do a simple point and click maze and working out the graphics in Hexels. While simple – just images, links and no player character seemed very straightforward, but then, the having bridges crossing over the paths and each of the screens having multiple entries, exists and then figuring out the player states and the movement options available started to feel complicated and that idea was scrapped for more simpler one.
A maze with the idea of passing a node un-even times. A lighting pole that changes state when you passed it, either turning on or off, and then having challenge of finding the possible route for lighting them all up. I began to think it was doable, the tutorial for rolling ball had most of the components ready, and I knew enough to trust that I could figure the rest out.

Filllight level map
Sketched out the level designs based on Korean words, this is from the theme words of the compo “Connected Worlds”.

Level models and collision boxes were made in Blender and imported to Unity.

Showing the lights and particle systems.

Friday night I made the concepts and figured out what to do and started on the models.
Saturday I made the first level and a single light pole that worked allright.
Sunday I realized that the light-pole trigger mechanism had to be more complicated than I thought. First I thought to do it with more complicated collision detection, but having multiple of triggers was the saner solution. Plenty of time was used to learn about parenting and referencing parented classes. After that was solved, rest went well, I crammed the second level in just in few hours before the deadline.

What I went right:

-Scope: small and simple was well within the time limit and my coding skills.

-Atmosphere, Thanks to unity particles. Sure, they are done with presets, but it made nice boiling sea. As my main challenge was coding, models were very minimalistic, worked here.

-Music composed  with a abundant music generator. Fast and good enough.

-Support: having helping minds to bang against when solving issues and good documentation to refer to.

-Learning. There was lots of that.

-Finished it! Yes!

What went wrong:

-Coding, while it went alright, even some more experience under the hat would’ve enabled so much more.  Better effects, more effects, smoother everything, better controls.

-Testing. I’m not certain it is possible to complete the game as it is supposed to. Luckily, some triggers collision detections bug and make it possible. Actually generating and validating levels like these would be an interesting topology problem. Afterwards got good feedback regarding controls and field of view, but that was already past the deadline.

-Controls and field of view. It wouldn’t have taken that much to make them a bit better.

What was missing:

Mainly a proper player character and more levels.  A Menu, story screens, some animations, more sounds and music,  timer based scoreboard and testing.

Proper Name: Went for the silly compound word just for the sake of visual of quirky triple l’s boderd by symmetrical i’s. Amh, yeah.



First completed LD. This was a good intro for the starting season in the uni, got confidence knowing that I can make it. Inspiring, wanting to work more on graphics and I’m certain I’ll participate again!
Better controls and seeing too little at once, proper player character, adjustments here and there, menu and extra levels would make for a decent update or maybe a tablet tilting game.

Thanks to the friends and family making this possible.

Welcome to the portfolio of Antti Ruonala

Profiili2012Hello! Further Form is the homepage and portfolio of Antti Ruonala, a designer from Finland. I fancy hats, cats, theory, fun and functional. I design casual mobile games – both game play and visuals, and freelance as graphic designer. Please take a look around. Scrolling down you’ll see selected recent works and you’ll find more under the portfolio-menu. Longer posts are separated in articles, and in the blog you’ll see news, sketches, works in progress and goofing around.

Let’s make great things together!

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