About Facebook and Oculus.

“Why such negative outburst, this is an opportunity?”

Probably it will go just fine.

It is just the wave of emotional backlash against loved independent company getting acquired by a corporation that is infamous for complicated privacy, so many ads, unjust monetization (2-6% of fans seeing the updates), inability to manually control the news feed (I really would like to see all the updates) and being infiltrated by the NSA. Emotionally a narrative of a community backed indie being assimilated to a corrupt empire that is tolerated because lack of proper alternatives.

But business-wise, it’ll go just fine, they’ll keep their control, more assets opening new directions and opportunities. But only as hand of an corporate advertising empire, indie spirit dead. I’m not excited about building something that helps Facebook staying relevant, not in the same way I was excited about the original Kickstarter and what followed. Rift was this new awesome technology that was going to change the world, now it feels a trick in the bag of the tv-channel that your parents watch. So pardon the outburst, business as usual, parents are a huge audience and all is makes sense.

What was the status of the competition again?

Orbes 2014

Orbes 22014Another watch concept. Mimimalism with clear idea and semiotics. We are humans on celestial orbits, spinning in space.

This one I actually really would like to make real. As the seconds orbit the minutes marker, it would require some custom engineering, that is a solution that I haven’t seen in any watch so far. For single piece, solution would be to seek out a manufacturer and commission a custom watch of high quality – which is bit far on the range. I would prefer to make few for sale, maybe a crowdsourcing approach would work, as long as a quality watchmaker would be at hand.

While the very high-end has its attraction, there might be challenges in speaking the visual language of that segment for a successful pitch and proper launch. Nieches & curious thoughts… What would it really take to say, produce 500 watches and launch it well? How would one make a research to prove that the watch would sell at profitable price point?

Fat Watch

Fat Watch

Back when I was studying, we once had to do practice of drawing something in a style that you personally felt was the worst possible. Idea was that after trying it out, you might find some new insights and even learned to like it.
I’ve been reading about wristwatches, and found myself rather appalled by the clumsy bulky manly pieces bought to show prosperity. So that made a good subject for redoing the practice, and here it is, one thick posh vanity piece to last. (though price of 400 grams of Gold is nothing in comparison what high-end watches cost). For quick take, it turned out better than I expected and was fun to do, I like the proportions and the heavy-machinery vibe. Little restraint and polish, this actually might work, say made from old watch and 2mm plates of copper…

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!

Intriguing links and comments on timely topics get tweeted. Follow me and I’ll check your feed.

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.

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