IGDA Finland Web Team Introductions

It's about time we introduced ourselves, the new people rolling our daily magics behind the bytes! As you all (should :D ) know by now, Teemu Haila / iNF (me, that is) took over Miikka during the summer. I got a huge load of cr- ...unfinished tasks right in the beginning to sort out. But that's all well and good, since (imo) we are definitely now in the better part of top-5 IGDA sites worldwide! But let's get on with it to the real people: #Lead Coordinator - Jyri Ranki He might be "just" a general leader, but all our bigger decisions and designs go to him before you guys. Never forget the ones in charge!

#Coordinator - Miikka Luotio Our very own coordinator and ex-webmaster QA's anything and everything done to this site. Every word in this text is 100% Miikkaâ„¢ Approved! Miikka is also updating our blogs with content from sources like volunteers.

#Webmaster - Teemu Haila Webmaster/admin/root/team leader... what ever suits you best! I'm the creative face directing our current progress and the one in charge of making sure everything works around the clock. As if that could be possible in Internet. While I do most of the stuff alone, I'd like to highligh two people:

- Juho Hartikainen He has been a spiritual support (sob) during the darker hours of intense labour and also did our wonderful new logo! Huge kudos for that.

- Niko Kosonen While he hasn't yet participated in any (visible) way, he will be developing some freezingly cool ajax magic for us. Tip: it's something we won't talk about in advance, but you'll love it!

So that's about it for the crew. I'd ramble here all night, but Castlevania: Portrait of Ruin got me addicted (again) and I can't risk leaving it alone. See you in the meetings!

February Gathering -- tshuh! the flu season is here

Long and dark winter is getting to the bones of Finnish game developers. It is the flu season in Finland and that surely shows! In February IGDA pub night attendees were a bit few in number but strong in spirit! This time there was only about 80 attendees.Except pre-GDC chatting and local game industry news, the attendees filled out a questionnaire about the venue. There has been a discussion whether IGDA Finland should find a better venue for the pub nights. What do you think? Are you satisfied with System Rock? Don't be shy to share your opinions at the discussion forum. The results of the survey will be available soon and naturally we’ll share the details with you.

Tampere folksGathering

This time we would like to give props to long distance travelers from Tampere and industry activists from Universomo, Recoil, Sumea and Remedy!

People

Next pub night will take place on 11th of March. We shall be sharing the latest news from GDC and perhaps a little surprise for all of you from some of us :)

February Gathering - 5th Tuesday

Hey there! It's time for the second gathering of 2008! Winter seems to have skipped on us but IGDA Gathering has not! This time it's back to the basics, no presentations and sponsoring. So, come and enjoy couple beverages with your friends and just have good time - afterall "Tipaton Tammikuu" is officially over by 5th February! Or you can also come and bring in your Nintendo DS for some WiFi fun with fellow developer friends!! It's the same place and same time as usual.

*IGDA FINLAND FEBRUARY GATHERING* Place: System Rock, Keskuskatu 4, 00100 Helsinki (map: http://igda.fi/?page_id=5) Time: Tuesday 5th February, doors open at 19.00

See you there!

January gathering – Intimate and Interactive despite “tipaton tammikuu”

Year 2008 got a kick start on 8th of January when there were both IGDA Finland Presentations and a pub night in snowy Helsinki. This time IGDA Finland Presentations in association with Remedy was held at Papa Giovanni Showroom just opposite System Rock. The room was fully booked with 56 persons. It was especially good to see new people joining as well as individuals who usually don’t visit the pub nights -- something for all that is!

Pub night was in line with "tipaton tammikuu" (Alcohol-free January) with slightly less people than usual. This time 106 developers reached SystemRock. Both lectures and pub night attracted new faces which is always super! There were also regulars from Bugbear, Housemarque and Sumea. Also a group from Tampere were there again which can be seen as a challenge to fellow developers from other bigger towns like Oulu, Jyväskylä and Turku! Next time I am hoping to see other towns' strike forces joining the party!

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For more photos of the events, Click here

The topic of IGDA Finland Presentations was "Tools". Kai Auvinen (Art Director) and Lassi Leppinen (Technical Director) from Digital Chocolate and Sami Vanhatalo (Lead Technical Artist) from Remedy talked about their design and development tools. The key lessons learned from the sessions were that mobile developers deal with short development cycles and broad range of handsets. Efficient tools shorten the production times and help to retain the quality. Sami Vanhatalo focused on Alan Wake and tools utilized in the development of the game. Sami showed some pretty impressive stills of their landscape texture tool and talked about the proper mix of public and internal tools. Check out Teemu Haila’s liveblog for details!

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It was also delighting to see that not only Nokia but also game studios attract foreign talent to Finland. Sulake and Sumea have been doing pretty nice work with international recruitment – this time Recoil Games brought their foreign guests who were in Helsinki for an interview to the IGDA gathering. It was another cozy night with good discussions and a lot of hopes and wisher for the New Year!

Liveblog of IGDA Presentation

Here we are at Giovanni! Remedy is sponsoring the space for tonight.

17:32 Right on time! Sonja opens the second IGDA Finland seminar with a few words of introductions. She stressed our grave need for feedback from you people, so please don't hesitate to mail us with your comments and/or suggestions! She also outlined the previous feedback.

17:37 Lasse takes on with his opening words. He briefed IGDA Finland's history and why we decided to keep these seminars.

17:40 Sumea time! Lassi Leppinen (head of tools dep.) & Kai Auvinen (art d.) takes the stage. * company info, history and track record

"Why do we need tools?" * tools streamline the development and production of mobile games, as there are hundreds of different phones to run them on * production times are really short with multiple projects at all times, so having a working toolset at all times is really valuable (no time to develop "on the fly") * thus, tools are made outside the game projects and are also ment to work with future projects, not just the game at hand * same tools are used in all DChoc studios (US, Spain, India, Finland) so documentation/overall quality must be good and updating them globally must be as easy as possible * all tools are Java based

Sumea Graphics tool "Da Vinci" * automating repetitive actions, like scaling and importing graphics/animation, so less programmer's time is "wasted" * more efficient graphics packing -> more visuals! * Past: photoshop -> export -> programmer import/timing -> testing -> tweaking * Present: Photoshop -> export to toolset(s) -> animation/whatever -> 1-button-export to the game -> testing -> tweaking * Exporting cycle (photoshop -> game) from +30 min to seconds! * Screenshot of the tool, you can't see it :( * Live demo of the workflow! Looking good, DChoc people sure are happy campers :)

Sumea tools team * two programmers and one tester * tools programmers handle everything from development of new tools to maintenance of old tools * tools tester handles everything else, like testing, filtering bug reports, documentation, training, support etc. * tools tester is really important and helpful for the artists, so they can approach him with all their troubles

Tools development in general * around 15% of programmers build tools only * it's really worth it to have people developing them full-time * having different backgrounds and skill sets in the tools team is helpful

Conclusion * with dedication comes quality * documentation and training is really important and should be scheduled * sometimes it's more efficient to make tools that fit multiple projects * better tools usually concludes to better games * just our approach, this is the DChock way to tools!

18:22 Questions Q: is Photoshop really the tool for mobile games as it's "hard" to integrate to other tools A: yes, as it is so versatile otherwise Q: specific question about the Da Vinci tool A: explanation Q: how does DChoc handle porting assets to multiple platforms A: manually, as there is no easy way

18:27 DChoc is done and Sami Vanhatalo (Remedy's lead technical artist) takes over! * our data projector is having a hard time with blacking out on us, but we'll get there... Eventually... (Optoma didn't earn my shares today!) * The Force is not with us today, we're switching to an older slideshow :( * focus is on Alan Wake's toolsets * outlining Alan Wake's idea and visual style * custom tools for this game only (they will be expandable in the future, tho) * tools are required to be very console friendly with no loading screens and very little limitations for gameplay/scripting * AW's huge scope requires efficient multi user editing * everyone contributes to tools development

External tools * Perforce * Visual Studio 2005 * 3DS Max 9 * Photoshop CS3 (and other Adobe products) * Vegas Audio * Apple Soundtrack * Araxis Merge * Office, Final Draft etc. * Intranet (Bugzilla, Confluence Wiki etc.)

Internal tools * World Editor (WED) * Builder - handing out game builds * Farm - distributed processing for any needs * Adama - manages asset dependencies * MaxEd - "interior creator" orginally created for Max Payne's * mocap studio

Middleware * Havok Physics and Animation * FMOD Sound System * Scaleform Gfx (Flash playback) * FaceFX * DirectX / Xbox 360 XDK * WED includes miscallaneous stuff like XTP * no open source code in the game, so it is more secure against anti-Microsoft abusers

Game structure * "everything that takes significant amount of memory should be made 'streamable'"

WED main features * WYSIWYG World Editor with very fast iteration * home built game editor, where all assets come together * supports complex stuff like multi-editing and a huge world * 2-5 people have been working on it for four years * niiiice screenshots of the beast itself

Biotypes * nickname for landscape texture, blending and surface definition * screenshots demonstrating the process of applying landscape objects based on biotypes on certain locations (ed. note: COOL!)

Questions Q: Hardware reqs? A: Lates stuff Q: Open source, aren't there any usable sollutions? A: Potential patent lawsuits are definitely not worth it, even Remedy has been affected by them in the past Q: How random are the biotypes? A: You can "encourage" the numbers to be what you like, but in the end it is more or less random (you can still place everything manually) Q: Is it randomed in-game? A: No, everything happens in WED

19:15 Show's over and we're heading out to the IGDA Finland montly meeting. Epic thanks to everyone involved!