Portfolio

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.

Art assets for a location based mobile game OutBout

Art assets for a location based mobile game OutBout

What: Promotional poster cover for the upcoming iOS based casual, freemium, location based, mobile strategy game OutBout by Planetboard. Concept is presented to investors at Slush 2013.

Target audience: Investors, kids of all ages, teenagers.

Solution: Concept shows the technological backbone of a global gps-board, explains strategy elements of the game full of wild of outdoor action. Visually safe for children and hints of elements of the game-play (Mines). There is a heavy striking energetic logo. Napoleoninc- theme was decided after wide research for it offers a colorful and well known theme for cartoony approach: lots of fancy hats and other visual insignia to exaggerate and without being grim. Theme is also true to spiritual origin of the concept, Risk.

How: Characters and scene layers were 3D-modeled, textured and rigged in Blender and rendered with Cycles.

Results: Style of the poster and characters were very liked, with question of of them looking maybe too violent. Assets were used in pitch materials and convention roll-up.

Promo Assets for the game Outbout

Visual Identity for the mobile game Outcatch

What: Visual identity for IOS based mobile GPS treasure-hunt game Outcatch! by Planetboard. Inspired from the board-game “Afrikan Tähti”. Released on 07/2013, available in app-store. Try it out.

Target audience: (Console-) gamers of all ages at risk of spending too much time indoors by the monitor.

Solution: Adventurous safari-theme with a cat-mascot who imagines being a Tiger. Outcatch. Special attention paid to engaging icon.

Results: Internal reviews with the test group were positive, especially mascot was loved. The icon was acclaimed as clearly distinguishable. Game got 2nd Reward on Gesundheit 2013 health- game competition by Sitra and feedback of the art-style has been positive.

Mobile Game Assets

Mobile Game Assets

What: Preliminary assets and UI styling for mobile game [name of the game and developer redacted for now]. To be released in 2013/2014.
What: Early asset and design-work optimized for iPad.

Target Audience: Casual gamers (mainly female) expanded to teen boys.

Solution: Make a soft cartoony feel to not alienate core group of casual gamers and have cooler colours and effects for drawing in tween male audience.

Process: Gems went trough iterations towards more cartoony, as expressed in picture.

Results: Overall style was liked by testers, with noted disparency between the UI and the feel of the Gems.
After changes on the development team, the UI has been overhauled with focus on the core-audience.

Level Design for the mobile game Fatcat Rush

Pictures from Fatcat Rush

What: Level and Game-design for the mobile game Fatcat Rush by Tomodomo OY (2011, iOS). An Endless Runner Platformer with high replayability.

Solution: Mathemathically constructed levels offered a hockey-stick difficulty-curve based on required reaction times, an easy-to-learn hard-to-master design philosphy with multiple routes and secrets for varied skill levels. Innovative uses of game mechanics in holiday themed expansion levels.

Results: Game was very well received with high retention (4/5 appstore review). It succeeded in making high replayability for endless runner with static levels. “addictive”

Available in Appstore – give it go! Rumour is that the game might be debutting later on the Oculus Rift, for which it works ashtonishingly well and needing only minor visual adjustments.

Level Design for a Mobile Game

Level Design for a Mobile Game

What: Early level designs for a subcontracted mobile game project, 2013, Tomodomo Oy.
Design challenge was to find the competitive fun in a pre-developed mobile game set to one-button control mechanic.
Solution: Challenge-islands of varying difficulty designed to be combined with procedural level-generation for 30s-1min quick snacks.
How: Inhouse editor using logic gates.
Result: Initial feedback rounds praised the levels being the first ones actually finding the fun, while requireing balancing on difficulty curve.
Had to leave the the project during a parental-leave, while the development continued with expanded team. Currently on hold.

Here are quick impressions of the levels I made using the logic-gate editor. Assets and AI behaviour are from early stages of the in-house development.

Selected Logos

Selected Logos

Various Logos for clients in different fields: Reserviläinen – military, InterconnectHelsinki – anarchist art project, Ryhmä Rohkea – construction, Euro Publications Finland – a book store and Indicine – recruitment of health-care professionals.

Parliament Election Campaign

Parliament Election Campaign

What: Youthful election campaign materials for Paraliamentary Elections of 2011. Multi-channel campaign contained ads on papers, website, two different leaflets, badge, rollup, car-sticker and prints on a high-visibility vests.
Result: Candidate did did well within her party and campaign got good feedback for separating the candidate from the competition.

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