Here are my published titles and some other accomplishments. I have mostly worked in lead positions, be it as a producer or as an art lead.
On all of the project that I've worked on, I've done some programming and/or work in-engine. As an artist I enjoy implementing my assets and as an lead I
encourage my fellow artists to do the same. Version control is also close to my heart, and I always use version control in my projects whether I'm working in a
team or alone.
A PSX-esque first person horror game. Working as a producer/technical artist. The game is still in development, a demo version was published on Steam and itch.io on Q1 2020.
Turn-based VR strategy with time manipulation (2020)
WIP A VR-prototype for MeKiwi Oy. The prototype included 1st person shooter mechanics with time manipulation in a turn-based setting. This was my first project working
as a full-time programmer and at first I was afraid If I had chewn off more than I could handle! But getting a prototype working, that is descpribed with words like
VR, time manipulation, multiplayer, FPS and strategy, was as satisfying as programming gets! I've done some Unity and VR development before, but I learnt much
about things such as events, state machines and good practices. The first week of production was used on learning about SOLID-principles and general programming
practices, which proved to be very valuable the further the development went. Total production time was around three to four months and I was the only programmer.
Production of Korpus: Buried Over the Black Soil started in January 2019 and was launched in early January 2020.
I was the art lead and occasionally did some bugfixing and special effects
on top of 3D assets and managing the art team. The art team has had up to 6 people at a time and we've had people
joining and moving on to other projects, so managing each person's workload was quite the challenge. Published on
Steam and
Itch.io.
I worked as the lead artist in the android mobile game Santa's Calendar Gift Throw. I coordinated the work of our
four-person team of artists, made backgrounds, other in-game sprites, UI-assets and UI-design. The game was made on
UE4 and I made all the in-engine particle effects and animations. Published on
Google Play.
Sabreurs - A Noble Duel was our first game on Steam. Our team had a total of seven people and I handled the production
tasks like scheduling, working with our publisher Kajak Games and team management. I also handled the marketing which
included handling our Twitter account, contacting influencers, updating the devlog and handling the production of physical
promotional assets. VFX and shaders were also my responsibility in this project. Published on
Steam.
Panic! At The Kitchen was a game made in two weeks for the International Game Concept Challenge with international teams
set by the organizers. The game is a 4-player local multiplayer with a heavy emphasis on player communication. Our team had
a total of six people. Due to us having only one programmer, I also did some programming like the level randomization,
shaders and worked with Unity's NavMesh. VFX, implementing the assets and making colliders was my responsibility. Our
team won the challenge, due to the most market potential and refreshing take on the communication between players.