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.

Factoryship vectors

Factoryship vectors

Plan cuts of a spaceship factory Kippo / Thaumiel, just for fun.
It was surprisingly relaxing to organize all of that, felt like drawing maps as kid – as I went along, stories, persons and universe around it came alive. There is clear logical flow and each compartment has logical function. Main halls for putting it parts together, factories underneath building segments, that are fed parts from smaller factories underneath, that in turn take material input from transport lines going back to storage facilities / harvester ship landing region. Also large machines made in factories can be transported to all critical areas of the ship, making it self repairing. There are elevators for different purposes, airlocks, restaurants, hospital, recycling plant, reactor, engines, biodomes, housing, multiple floors for maintenance etc. And a colonization-powerstruggle-horror story. It’s a ugly bird, but would make a nice setting for a game. So many plot devices.

Annex Ultia – boardgame about modern geopolitics.

Annex Ultia – boardgame about modern geopolitics.

A personal project inspired by the events of spring 2014.
It is a a co-operative board game about conquering a country for 2-4 players. The core works and the game is quite fun, but still going through balancing and update on layouts. Targeted for a print & play release in may 2014. Message me if you want to test the release candidate!

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!

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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.

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