IGDA Finland May Gathering: Uplause and Housemarque in the spotlight

In case you missed it May's Gathering was a smashing success. Cuba was fully packed again with 180 partygoers. We know it already but those who don't: IGDA Finland Gathering is so cool that people come to IGDA Finland Gatherings all over the world. This time we had visitors from Canada (Jason Della Rocca / Perimeter Partners) and the US (Jeferson Valadares / Flurry) ;) Naturally also the crème de la crème of Finnish game industry was there from IGDA Affiliate studios and Industry Partners to cool IGDA student club from Tampere (Score) and Turku area, guys from Remedy, Kuuasema (they just released their 1st game Supersonic), Digital Chocolate, Housemarque, Turmoil Games and so on and so on! Wow! What a night! Thanks everyone!

More photos from the May Gathering.

We had double feature from Uplause and Housemarque. Uplause is innovative games startup. They do Massively Multiplayer Audience Games meaning that they bring simple games to mass audience in concerts, nightclubs, hockey games and other mass events. IGDA visitors were able to try out Blackjack á la Uplause. In their version players needed to shout if they wanted another card. That’s social for sure and a lot of fun as well!

Housemarque released their highly appraised Outland at the end of April and were kind enough to give IGDA visitors a chance to see what it is all about. At IGDA May Gathering super-pretty Outland represented totally different gaming experience from Uplause audience games. On top of that Uplause and Housemarque were sponsoring drinks!

Uplause party challenge:

Housemarque's Outland

Next IGDA Finland Gathering is on 14th of June right after E3 expo. We have something special for you also in June! See you then! After June IGDA goes to summer holidays and will be back in Autumn 2011.

Summary: The Faces of Change In the Game Industry

On May 2011, IGDA Finland Presentations session was titled: "The Faces of Change in the Game Industry". This time we did collaboration with University of Tampere. As usual the event was held at Sulake Auditorium centre of Helsinki. This summary is written by IGDA Finland volunteer Reina Magica. Annakaisa Kultima, from University of Tampere, introduced us to the topic of change in the game industry with her team's research. Trends of note were changing business models, a change towards casual and social gaming, digital distribution, broadening audiences, and a desire for deeper experiences. These trends seem to open up room for indie game developers, since the distribution methods have become easier for previously unknown developers to market and sell their game. The processes of individual game companies are changing, and also the design principles are leaning towards serving the casual games market. Simplicity, acceptability, accessibility, flexibility, and appeal to both female and male audiences, is becoming increasing important. There is a noticeable trend towards the growing audience of people who play games as a secondary activity, e.g. at work or between tasks. At the same time, for downloadable Content (DLC) for consoles and reactive/emergent gaming are on the rise. Ilari Kuittinen, co-founder and CEO of Housemarque, summarized the situation elegantly: "Same Same, But Different", the title of his presentation, captured the essence that there are fundamentals in videogaming and gaming that do not change, but at the same time, the environment is constantly changing, new game consoles are born, while old ones die and fade. But the consistent message in Kuittinen's seminar is that regardless of the era or environment, it is the quality of the game that will ultimately succeed. Behind a successful release is always a good team, good management, business development and financing. He illustrates through examples from his own company, Housemarque, which was founded in 1995, such as their PC release of Super StarDust in 1996, and their again successful release of Super StarDust HD in 2007, more than 10 years later. The concept is the same, just the release method and design is tailored to the current era - it was wisely released as a downloadable for Playstation network. Kuittinen also mentioned good points about being a startup in this era: Venture capital is more accessible nowadays for game companies, but the global competition has become tougher. Companies in Asia and US can compete with lower costs in production so Finnish companies must compete through uniqueness, and quality.

"Work both smarter and harder", notes Kuittinen. Teemu Vilén, of Turmoil Games, might be a good example of uniqueness, in that he has developed an adventure game with a team of five people. Alpha Polaris, the first title from his company, started its development in 2008 and is to be released this summer. Vilén excited talked about the "(Re)emergence of Adventure Games", a genre which was at its peak throughout the 90s and quietly went underground from 2000 onwards. Now he says, "adventure games are back" and he's ready to go full throttle. He also highlights the changes in the game industries and gives advice to other developers. Tools are becoming better and easier to use. He mentions examples such as AGS (adventure game studio), and the newer Wintermute. The audience is ready for adventure games, he says, and they want a familiar structure, but not some things. "No Mazes", he warns. When asked what he means by a maze, he explains "No places where you just run around and around and get stuck". Another piece of advice was to: "Iterate like hell", he laughs. "It doesn't matter where you start, its where you are heading". This theme pops up with the speakers later also. Publishing indie games has become easier than before. For Turmoil Games, they chose publisher JustAGame, which specializes in adventure games and European distrubution. "Germany is our biggest market" Vilén notes. Adventure games have been, and are still popular in Europe.

Ari Nykänen, from Kuuasema, brings another indie perspective: "Turning to Indie: Postmortem of Supersonic". Supersonic is a tube-riding racing game, not unlike Wipeout. "We first released a game called Putki for PalmOS and it became quite popular. People really enjoyed our game". From this freeware version of Putki came grander plans of improvement. A time frame was set for the project, one month, which included new music for the game, 'bending' of the tube, which was previously straight, 10 levels and retrovisuals. In the end, it took 4 months, with 4 levels. The single musical track become a whole soundtrack, with collaboration from Kitkaliito electronic musicians. They also ran an Audiodraft competition to get the theme song for the game. "We were really happy with the top quality entries... All for 500e!". They ran the beta on WebOS to get user feedback, decided to sell the game on a freemium model, and used Applifier for promotion. This is a good example many new tools and services that benefit indie game and smaller developers.

A Guest Appearance by Jason Della Rocca, of Perimeter Partners, ended the seminar with good humor and a good message. "Sex with Daphnia", the catchy title of his presentation, emphasized the importance of adaptation in a wider eco-system of gaming. Daphnia, the name of, not a woman, but a small species of plankton, is usually asexual. When things are fine, there is no need to reproduce sexually, they clone themselves. Just like in the games industry, there are many times when game companies repeat previous success formulas, and as long as it works, they will continue doing so. But the daphnia are really adaptable, in that when they detect changes in the environment, they will reproduce quickly sexually, hoping to introduce greater variation to the gene pool. Similarly, game companies must recognize the changes and trends in the environment, both of other companies and the consumers, that will tell them to adapt and do something new before its too late. Della Rocca describes the path a company takes as a kind of rollercoaster-shaped "S" trend that a company rides. Maybe five years back, social gaming trends would have been a small "S", or a blip on the radar, and large companies would ride the same path as their previous successes, thinking that the same type of game will always sell well. But now, some companies be kicking themselves catching on too late to social trends, when that trend has overtaken theirs, and their business is going downwards. Della Roccas' message is that companies and developers need to look outside their own box and catch on to what's happening on a wider scale. The overall messages from the seminar is that changes are inevitable, in any realm, including the games industry. Game developers need to be aware, be more innovative, look at trends, work smarter, and never be afraid to move further than their starting idea.

If you want to learn more of games & innovation: check out Gain project from University of Tampere. http://gamesandinnovation.com/

Thanks everyone who attended! next IGDA Finland Presentation will take place in Autumn 2011! Have a great summer everyone and see you on June the 14th! That's the last IGDA Gathering before summer break!

IGDA Finland does good!

IGDA Finland team attended Gayla charity bowling event at Tali last week! Special thanks to super IGDA-team Vesku, Tipi & Sonja! We did great, were the grooviest team and got all the way to semi-finals!

IGDA Finland is also partnering game development course for 15-25 year olds at Pelitalo which is located on the 2nd floor of Happi youth house (Nuorisotalo). If you are 15-25 year old, live in Helsinki area or nearby and would like to develop digital games but don't know how -- this is our chance!

Pelisuunnitteluklubi Onko kipinää pelien suunnitteluun, mutta ei riittävästi tietoa tai oikeita kavereita hommaan? Tule suunnittelemaan ja kehittämään pelejä ammattilaisten johdolla. Sinun ei tarvitse olla itseoppinut osaaja, kunhan olet kiinnostunut hommasta ja innokas tekemään. Klubissa lähdetään tutustumaan pelisuunnitteluun kevyesti valmiita työkaluja hyväksi käyttäen. Ohjelmassa käydään läpi kattavasti koko pelinkehitysprosessi suunnittelusta toteutukseen ja tuottamiseen. Meillä ei tarvitse pönöttää tai pelkästään koodata, vaan kaikki tapahtuu innostavassa ilmapiirissä, kevyellä otteella.

Klubi aloittaa toimintansa kesäkuun kestävällä kurssilla.

Ajankohdat: Kesäkuun kaikki maanantait kello 17.00 – 20.00.

Ilmoittautuminen osoitteessa: pelitalo.nettiareena.fi/pelinkehitys Mukana järjestämässä Bugbear Entertainment Ltd., Helsingin nuorisoasiainkeskuksen Pelitalo ja International Game Developers Association (IGDA Finland)

IGDA Finland May Gathering at Cuba w/ Uplause!

Kick the Summer off right, join us on May 3rd for a truly jam-packed set of events. Before the IGDA Finland May Gathering, IGDA Finland Presentations brings you "The Different Faces of Change" a program done in association with the University of Tampere about change in the game industry.

Here is a short preview of presentation:

"The only thing that is stable is change itself." This phrase goes hand in hand with game developers. There are at least five different levels of turbulence that people have to deal with when innovating games. Researcher Annakaisa Kultima, from the University of Tampere will open up these thoughts as the overarching theme within the findings of two game research projects: GaIn and GIIP."

The presentation will feature industry fellows that will elaborate the topic further in the following speeches: * Ilari Kuittinen, Housemarque: "Same Same, But Different" * Teemu Vilén, Turmoil Games: "(Re)emergence of Adventure Games" * Ari Nykänen, Kuuasema: "Turning to Indie: Postmortem of Supersonic" * A Guest Appearance of Jason Della Rocca, Perimeter Partners: "Sex with Daphnia"

Following this event we will HOP :D on over to Cuba bar where Uplause will be showing off the World premiere of massively multiplayer audience games "pub edition." Also a taste of Housemarque's Outland with free drinks for those who arrive early. :)

So mark the date and make sure you join us for this fantastic Summer kick-off!

IGDA FINLAND PRESENTATIONS Place: Sulake auditorium, Korkeavuorenkatu 35, 00130 Helsinki Time: Tuesday, 3rd of May, from 17:00-19:00 Sign up to the event at Facebook or by email sonja kangas igda fi

IGDA FINLAND MAY GATHERING Place: Cuba Bar, Erottajankatu 4, 00120 Helsinki (map: http://igda.fi/?page_id=5) Time: Tuesday, 3rd of May, doors open at 19:00

Invitation: IGDA Finland April Gathering

Hi everyone, next IGDA Finland Gathering will take place on April the 5th at Cuba Bar as usual. Join us to hear and share the latest buzz in Finnish game industry! Also remember:

IGDA FINLAND APRIL GATHERING Place: Cuba Bar, Erottajankatu 4, 00120 Helsinki (map: http://igda.fi/?page_id=5) Time: Tuesday, 5th of April, doors open at 19:00