“The story of Skábma is based on the Sámi mythology of The Celestial Hunt. The Celestial Bull Reindeer, Sarvvis, has been hunted through the ages by the Sons of Kalla from the constellation of Orion. If the hunters succeed in killing Sarvvis, the world will die. In the game, a young Sámi child, Áilu, gets mixed up with this endless hunt and accidentally initiates the end of the world.“

Students have been working hard over the summer with various projects and internships. One project in focus is project Skábma – Polar Night, originally titled “Kaamos.” A project which began during a game minor module in 2015, has now been developed into a fully-fledged project. The initial project was too big for the students to finish and they were unable to reach their goals. However, everything has a silver lining. Red Stage Entertainment then picked up the project several years later and are now working with some of the original creators.

Skábma is a 3D low-poly game developed in Unity. The team of 12 currently consists of animators, concept artists, a programmer, a director, level designer a producer and a writer. As well as people working on the music and SFX side of things. Producer/writer Marjaana Auranen is of Sámi descent to help make the game feel as authentic as possible.

Now that the project is taken more seriously, many changes were made to the original concept. Research is being done to make the game as accurate as possible. Such as researching the Sámi people and the way they live. Accurate environments have been created also, largely based on Lapland.

They have been working on the game since early June and work separately from TAMK and they were eventually funded to get the project going. Their main goal is to finish a demo to then promote to potential investors. The deadline to finish the demo was at the end of September, with the potential of producing the game further.

Concept art for the game

Fourth year interactive media students, Waltteri Lahti and Jerina Kivistö, spoke on behalf of the group to give me an insight to what they get up to during their time there. They are two of the creators of the original demo from 2015 and are now doing their practical training at the company.

Kivistö is a 2D artist who comes up with the concept ideas for the game. Her job is to start the process of a character design as well as some environmental aspects for the game using Photoshop. When creating a character or creature, she thinks in detail as to how it will work visually and realistically. She then takes the idea to the producer or director who then decides whether it needs changes or if it works. Most times she will go back and develop her concept idea before approval, a 3D modeller will then develop the idea further from her designs.

“How do I take those designs, and make them not stereotypical.” - Kivistö

Lahti is the games 3D artist who works on creating the 3D models working in Blender, but also works with the animations of the game including rigging the characters. His main aspirations for the project were to develop his animation skills, as this is what he enjoys most. However he has had to focus more on 3D modelling due to the commitments in the project.

"It's been fun and challenging but most of all really rewarding experience to work on this game." - Lahti

This project is a prime example of what students can achieve during their studies here in TAMK. Old projects from modules which do not reach their goals are never a waste of time. They can be built and worked on in the future leading to future job opportunities for the students. I am looking forward to trying out the demo when it is finally released.

You can look up Red Stage Entertainment at the following address for further updates and other projects!
http://www.redstage.fi/ 


Alisa Komendova, a third year Interactive Media student at TAMK, originally from Czech Republic moved to Finland back in 2005. Nowadays she already has marketing and PR/communication experience thanks to her Bachelor degree in International business. She has also been working as a freelance photographer since 2007 and has just started branching out into the world of video production.
It was the combination of all these skills and interests that led to the internship.

Komendova did her internship at Dreamloop Games, a video game development company located in Tampere, Finland. She joined the team at the position of a marketing assistant / media content creator. The company wanted to reach its audience with a series of behind-the-scenes videos and introduce the team, creating a relaxed and friendly relationship with the customers.

Komendova met the CEO and CMO of Dreamloop Games at one of the monthly IGDA meetings in Tampere. Mutual friends introduced them and after a brief chat with them it turned out that, she had all the skills they were looking for. As Komendova already had a bachelor degree in business, she was familiar with the business side and did not need much introduction into that part. The second side of her role was a cinematographer and an editor that she was just starting to focus on study- and profession-wise. Komendova was with Dreamloop Games for almost a year.

My internship at Dreamloop Games was a perfect opportunity to refresh some older knowledge and practice some new skills.

IGDA is short for International Game Developers Association and they have headquarters in multiple countries, including in Finland. The chapter of this association that is located in Finland was founded in 2002 in order to support the game industry on a national level. Many game companies located all over Finland are a part of this society and take part in the events held by IGDA. The local activities brought to us by IGDA Finland Hubs are independent parts of IGDA. Their aim is to work with the local game developers and help them collaborate, connect and create a sensible environment for them to work in. The Hubs that are located in the bigger cities of Finland are committed to hold free gatherings monthly or so that anyone who is interested can attend including students looking for internships or connections.

Komendova has worked in the media field since 2006, as a freelance journalist and later a freelance photographer, so the Interactive Media degree was quite interesting for her. However, she was first accepted to the International Business degree. During the first year there, she considered re-applying for the Media degree, but later came to a decision to continue her business studies as she found value in the knowledge and skills. After graduating in 2013, Komendova applied for the new Fine Art study path, but didn’t feel like it was her place already during the entrance exams. The following year, she applied for Interactive Media and was accepted. Now she can combine her business knowledge with her media skills and experience to shape her professional future to suit her best.

I think it really teaches you to work independently, to continuously develop your skills and to grow professionally, to search for new professional connections.

The best part of any TAMK degree must be the mandatory practical training. It really makes you consider what it is that you would like to do in the future, what skills you have to offer. Komendova’s internship at Dreamloop Games helped her to build a solid body of work for her video portfolio bringing in other cinematography and editing jobs. It introduced her to a completely new business segment - video game development. In addition, you can shape your studies to your needs, to focus on your talents and your strengths.

Moreover, as I still have the second half of my practical training ahead, it will bring even more experience and networks to my professional life.


Riku Roihankorpi of UTA explains things for people at Hell's Gate

This project started with planning and team forming at the Tampere University OASIS premises. We went through the Hero's Journey model and talked about character types, but what I think made this project special, was how we were every day somehow connected to the nature. After all, our goal was to create a virtual reality app or game that would advance well-being and relax people with help of a forest-like experience.

Prof. Hanna Wirman from Hong Kong Polytechnic (left), at Lake Halimasjärvi with students
Lake Halimasjärvi in Tampere, climbing towards the Hero's Reward?
Meeting an Archetype: The Lake's Guardian (who measured the water quality)

I think the highlight of this project was the trip to Hell's Gorge, which is located in Helvetinjärvi (Hell's Lake) National park in Finland. 

Using our senses, sensei
Our guests from Hong Kong and Beijing universities were able to experience real Finnish nature and pick up some berries and mushrooms. Our task on that day was to experience nature with our senses and I think that was a nice way to think about the different aspects of the nature. For example, nature wouldn't feel the same if it did smell like a city centre.

Photo: E.Kyllönen

Photo: E.Kyllönen
 
Are these symbols of an ancient culture?

Lots of cute little Hell froggies!


Our whole week was an intense mix of walking in nature and building games and apps prototypes in our teams. 

We had abnormally good weather

A moment of relaxing at Hell's Lake (Helvetinjärvi)

This is NOT why they call this place Hell, but the climb feels like it anyway

The Heroes have returned from Hell, and are now Masters of Two Worlds. A moment of Dao
But it was also a great way to meet new people and work in international team while trying to build something different. I'm excited to see what happens when we go to Hong Kong and have our second Platinum workshop, in October 2016.

Platinum is more than just walking in forests

Text: Eve Kyllönen 2016
Photos: Eve Kyllönen, Carita Forsgren
Edits & Photo captions: CF


It's time for the Mediapolis Game Jam, where people who like to make games gather together for one hectic weekend.



Each participating small team consists of people with various skills, like programming, level design, visual design, animation or sound design, and the goal is to get a game done within 48 hours, no more no less.



The participants of the Mediapolis Game Jam have a score of virtual technology they can use for their games: a technodolly, a technocrane, a virtual studio, several brands of virtual reality goggles, and as a cherry on the cake, a motion capture studio.



The Mediapolis Game Jam is organized by Finnish Game Jam ry, Technopolis and The Tampere University of Applied Sciences. YLE online is there for the whole weekend, showing the highlights of the jam. New articles and videos will be added to the YLE web pages up until the end of November 2015.



...
Suomeksi:
Mediapolis Game Jameilla 20.-22.11. pelintekijät kokoontuvat yhteen suunnittelemaan ja luomaan uusia pelejä jamihengessä. Osallistujat jakautuvat pieniin ryhmiin, jotka koostuvat pelisuunnittelun eri osa-alueiden taitajista. Kunkin ryhmän tavoite on tehdä peli valmiiksi 48 tunnin aikarajan puitteissa.
Mediapoliksen jameissa ryhmät hyödyntävät pelin tekemisessä virtuaaliteknistä elokuva-alan laitteistoa. Mukana on Technodolly, Technocrane, virtuaali- ja motion capture-studiot sekä virtuaalilasit.
Tapahtuman Ylen kanssa yhdessä järjestävät Finnish Game Jam ry, Technopolis ja Tampereen ammattikorkeakoulu.
Ylen verkkotoimitus seuraa hektistä tapahtumaa paikan päällä koko viikonlopun ja taltioi jamien kohokohdat. Sivustolle päivitetään uusia artikkeleita ja videoita aina marraskuun loppuun saakka.

Only a couple of weeks before the conference, our team of Stardust Galaxy Warriors received a letter from the organizers. We were invited to represent and showcase our game (in its current state) during the Casual Connect 2015 conference in the "Indie Prize Europe 2015" section. The offer extended to all seminars, networking events, meals and programs for two people from our team. The three-day event took place in the center of Amsterdam at the iconic building of Beurs Van Berlage between the 3rd and 6th of February 2015.




Petteri and me made a quick decision, booked the flights and eventually started to prepare for the event. Thanks to the big effort from everyone in our team, we had quite some cool stuff with us as we arrived in Amsterdam. We had our "CC special" t-shirts, some badass stickers and flyers to hand out and even our first character-reveal trailer got rendered in the last minute. Most importantly though we had a playable build with four controllers ready for some play testing.


The table spots were not all random, we were naturally proudly part of the "Finnish cluster" and as such we made good friends with the cool guys and fellow devs behind the games like: Pako, Ancestory and the Masterplan, just to mention a few.


We had three long days of introducing ourselves, explaining our visions to various visitors at our stand and making folks play our game all the time. Countless people were passing by at our stand, from game enthusiasts, through publishers and investors, to fellow developers. We never knew who is going to come by next. At times, judges would show up to test the game and get to know our concepts and the team. In this huge whirl of crowd we have received everything from harsh critique, loving and nostalgic support to valuable and potential contacts from all around the world.
The days were also packed with programs, speeches and seminars. These sessions were held by experienced professionals or even young and successful Start-ups who had something to share with us. The presentations were categorized into couple of interesting main themes like: Next-Gen Design & Research, Development & Production, Advertising, Monetization & Retention, Industry Insights and many more. We were obviously more or less pinned to our spot but even like that, we managed to get into some of the more interesting presentations.


The organizers were extremely generous, not only providing us with this opportunity to attend but also taking care of us indies, very well. Throughout the whole three days. We were constantly catered with meals and drinks in the daytime and in the evenings we were invited to some all-inclusive first class clubbing. These evenings are very much part of the networking process, so we made sure not to miss any of these parties.


The Casual Connect naturally ended with the price ceremony where games were nominated and winning in many different categories like, audio, narrative, graphics, game feel, etc. Despite of seriously drawing the attention of some of the judges and so many others, who have got to play our game, we were not nominated. Seeing all those ready-made and polished, awesome games, I was not that surprised that our game, which was at around 30 % in the development, was not able to compete just yet. We were very happy to show what we currently had, gain and receive all those new experiences and advices, make great contacts and we are already excited to return next year, with our perfected and complete game to kick some serious casual ass!


Our team is currently developing at Protomo and we like to welcome anyone who is interested in us, in the development or just would like to talk with us for a cup of coffee. Our game, Stardust Galaxy Warriors is on Steam Greenlight at the moment, waiting for some more votes and comments. We need all the support and personal feedback from you, so please, vote for us and come, see us!


Szabolcs Sarosi 09.02.2015



Last Friday, the Serious Game Design Summer School came to an end. These two weeks of intensive learning and group work spanned over twenty lectures held on the spot, with around nine or so Skype call-ins coming from industry professionals all over the world. Here is a brief summary of what actually took place in SGDSS '13.

Read more »

Maja Pivec at SGDSS


The Serious Game Design Summer School, or the "SGDSS" as it is shortened, kicked off today at the Ada classroom, fifth floor in the TAMK Finlayson campus. The summer school is led by Paul and Maja Pivec and the aim is to have very intensive two weeks focusing on different aspects of game design and game development.

Read more »

During the summer, 18 people (4 teams) from three different programs of TAMK have been working on five games during five weeks, five days a week and five hours a day. You can see the finished games at http://score.igda.fi/5d . The summer project was organized by game development club Score.




The 5D team has landed home from the adventurous occasion of Summer Assembly 2013. During the four days on 1 through 4 August, our quest was full of wonders of the party place itself, but we also brought our own creations to the table for others to enjoy. At our TAMK presentation stand, desks were full of computers and devices running our games, and people steadily gathered around to take a curious look at what was being showcased. Some stayed for longer chats and exchanged contact information with prospective game developers from our team.


Immediately on the first night, the gamer crowd was treated to a live concert from The Super Sound of Video Games. Consisting of the mixed choir of the Turku Opera choir, various brass instruments, piano and drums, the group delivered an interesting show, albeit varying in quality and overall ability to capture listeners, of tunes ranging from the 80's to modern-day games. Bubble Bobble, The Giana Sisters, WarCraft 2, Morrowind, Baldur's Gate 2 and many other memorable soundtracks were given tribute.




The main attraction were naturally the demo competitions and short films. Many agree that the 4K entries stole the show this year with their cunning ideas, but the Real Wild demos were not left far behind, if at all. One does not simply forget a demo made using an ancient electronic train schedule board (complete with music made using snippets of the original train station announcer voice clips), or a graphic calculator screen for that matter. The slight disappointment that the Oldskool demos were dominated by a single entry, was quickly forgotten, thanks to the many amazements from other categories.

The game development competition awarded second place for a TAMK student! Congratulations go to Lukas Kallenbach for creating Pölkky, a computer version of a certain famous summer cabin yard game!


Also shown on the biggest screen in Finland was the live-commentated grand finale of ASUS Republic of Gamers StarCraft 2 tournament. The match was between two young Asian master players, Taeja and San. After recovering from a dreadful start, San managed to win one game and start strong into another, gaining the applause, support and enthusiasm of the crowd. Eventually Taeja defeated San however, but it was very exciting to watch nevertheless. Taeja's prize was a boggling 10 000 dollars!

Elsewhere, fighting game tournaments were held with Tekken Tag Tournament 2 and Street Fighter IV. Two of our team members entered the SF4 competition. Opposition was strong and ultimate victory came only to those deserving, but nothing seemed to bother the calm yoga cool of this Dhalsim cosplayer. It seems drinking energy drinks was one of his new special moves.

ARTtech presented the crowd with several seminars covering topics from gaming industry business to actual tips for programming. On the same spot, another smaller game music concert was held. Always nice to see and a good effort. But next year, Assembly: let's get some really good singers for the job, okay?




2800 computer places all sold out – that says something about the magnitude of this event, and I believe we can all agree that it was amazing! The whole trip was so crazy that in order to avoid burgers and 8-euro pizza slices most of the time, we invented some devious, nutritious new foods like banana-rye bread. The little sleeping that we did was tough for some of us at first (my air mattress was taken from me at the door), but soon the constant chiptune raving and concrete floor couldn't stop us from falling asleep and regaining power for the next day. Many of us were here for the first time, and for myself I can say I will surely come again next year. A big thanks to organizers both at Assembly and TAMK!

Written by Matias Lehtoranta
Sound designer in 5D, student of music technology at the Pyynikki campus

PS.

We were also invited to a sponsor sauna by the organizers of Assembly but strangely, we do not have photos from there!



By Heidi Mäenpää

 
 


The 5th edition of the legendary 5D has started! 

Four teams of four consisting of artists and programmers (plus two awesome sound designers) will be making five games in five weeks, working five days a week and five hours a day (we sure love the number 5!). 

This week is all about getting everybody on board and going through the basics of 3D and 2D graphics, and also see which gaming platforms everybody wants to use in the following weeks. We will divide into the teams at the end of the week, and our aim is to have 20 games ready in July, and in August these will be presented at Assembly. Last year's 5D participant, the Score Lady Minna Eloranta has been organizing the project and made sure we have all the equipment and licences that we need to make brilliant games.

Today we had our first intensive lessons about Unity 3D and Blender. Jussi Salonen was our guru-of-the-day and he showed us basic level design in Unity and modeling&texturing in Blender. Tomorrow we will be continuing with these, and at some point the axes will be thrown at chickens. We'll just have to wait and see how that turns out!


Unity 3D level design/test made from Jussi's models

An axe we all had to model and texture* in Blender
*The axe's texture was made using this concept art piece. 



 Stay tuned for the first patch of games done by our great teams!

|||
The author is a student of the Degree Programme in Media
Read more stories by and about IMPs, the international media programme students
Read more stories about the Game Development Club Score 


Nordic Game Conference 2013 was organized 23.-24.5 in Malmö, Sweden. NGC celebrated its 10th year anniversary and I was very happy to be part of it!

Togehter with NGC, Unity also organized its first own conference, Unite, which had lasted for a few days. Between them, on the 22nd, was the Nordic Indie night where the best chosen indie developers would show their games accompanied by lectures. In the end, Finnish game Badland won the competition and got the award for Best Indie Sensation! 
Telltale  Games Keynote "The Talking dead - Voicing a Dynamic Narrative with  voice actors and sound designer from the  game The Walking Dead

NGC consisted of great presentations, keynotes, networking, exhibitors.. I wish I had the time to be part of everything organized at the conference! The presentations were categorized by Production, Creation, Handheld, Business and Technology.

Here are some highlights from my point of view from the two-day conference:

Keynote Tim Schafer on creating games ouf of love

Keynote by Tim Schafer - Inspiration Driven Development

The conference was opened by Tim Chafer from Double Fine (Psychonauts, Brütal Legend), who gave an inspiring presentation on keeping your own creative rights and designing with passion. "If you're not making games out of love, I wonder why you are doing it?" - was the most powerful quote from him. Coming from LucasArts, he went through the reasons on wanting to keep all his creative rights and setting up a studio where they can work on what they want.

Matthew Boch - New Normals

Matthew had a very interesting lecture on defining gender roles, sexuality and racism. Using examples from Mass Effect and Dragon Age, he explained with examples how the female and male shepard have differences and also went in depth on how the game world should be creating normals. What if the player's behavior toward's certain game races were acts of racism? It was a great presentation which made people think a bit before using the clichés and way game design has used so far.

Susan O'Connor Play It Again, Sam: How To Connect With Your Audience

Probably one of the best presentations. BioShock writer went in depth with story writing and how it affects the player. O'Connor thought on ways to make the world more fascinating and how to qrite interesting stories that make the player feel immersed. She felt like there is still a long way to go in developing stories in games -- but we're on the right track with the indie games scene growing bigger and bigger. 

Richard Lemarchand - Life of Play, Life of the Mind: What Game Design Can Teach U

Naughty Dog Game Designer (The Uncharted Series, Jak & Daxter, etc.) spoke on his decision to stop working in the gaming industry and moving to teach game design in USC, the ranked #1 game design school in North America. Going through methods from doing paper prototypes to engaging people to talk to eachother honestly,  Richard was sure there are much more ways to learn game design than many people think.
Networking an creating new student cooperation between Kajak and Tamk
-- 
The Nordic Game awards was organized after the first conference day. Nordic game companies took homw prizes from different categories, such as best Nordic Game, Best Children's game, best artistic achievement, etc. Supercell's HayDay took home the prize from Best Handheld Game.

Work hard - Play hard. After a long but very exciting and interesting first day of the conference we were transferred to a secret place to network and take it easy in between the conference days. There was a great chiptune-gig for a few hours in one of the spaces, needless to say it was packed with people dancing to sounds from the Game Boy.
Kamk students showing off their spring game projects, BAFTA-award winning Starcrossed and game from the Kavio Cluster
All in all, it was a great and succesfull event, I made tons of new connections and got inspired by the amazing people from the industry. (now to just sort out all of these business cards..)

Minna Eloranta
Student of Degree Programme in Media, Game Development Club Score







At the end of last week I bought a train ticket to Kajaani and went to find out what the Kajaani game development area was all about! The Kajaani University of Applied Sciences is known throughout Finland as a strong game development school with their own co-op and lots of other happenings (Like the Northern Game Summit in the autumn). Students from Kajaani also won the BAFTA Ones to Watch-award this spring with their game Starcrossed. With only about 40k inhabitants, they're doing a terrific job on staying on the map of the Finnish game industry.

I was there to see their working methods, meet students and ask for some tips on how they've done it all. I was hosted by Julius, last year's CEO of their local game development co-op Kajak Games. I also chatted with the current CEO to discuss on future cooperation plans with Score and Kajak Games. (Game Jams, LAN parties, who knows?)

The Business Information Systems district of KAMK
Merging in
Students working hard on a Friday morning, getting ready for next week's Nordic Game Conference to show their games

I got a tour around the campus, which had really nice spaces to work on game development. Classrooms with computers organized in groups offered a nice way to work on project work. On Friday morning the classrooms were buzzing of people working on building their games for devices they needed for the next week's Nordic Game Conference.

I also got a tour around KAMK's game testing laboratory, where researchers test games from game companies using neurological and physiological tests. It would be quite interesting to see my brain's reactions to different type of games!

In addition to the student-driven Kajak Games, I also visited the premises of the Kavio Game Cluster at the campus, which  is working on enhancing the Kajaani Game Development area even further by helping game developers and students to get into the business in the Kainuu area.
The Kavio Game cluster guys gave me an artbook on game projects from KAMK with lots of coolio graphics

A very successful trip I'd say, back to Tampere with lots of inspiration! (You can find the Kajak art book from the Score lab)

Minna Eloranta, student of the International Media programme
Score Facebook page