IGDA Finland Seminars + February Gathering with King: The Aftermath

Hello again! Time to recap the Helsinki February gathering! The atmosphere was very warm, with an impressive number of people having showed up to hear the pre-gathering seminar. We had King representatives talking about the company's new game engine Defold, as well as New Dawn and Housemarque to show us a teaser trailer of their upcoming documentary feature film, Name of the Game. While waiting for the Candy Crush Royalty to show up, we had a chance to set up a Pulla Crush of our own - King, our sponsor this month, had provided some delicious Shrove buns for the Almond team and the Jam team to battle over. ;)

 

The Defold Saga

Robert Käck, Mikael Säker, and Benjamin Glaser from King introduced us to King's brand new game engine, Defold. King acquired Defold, now a six-year-old company,  two years ago. So far, Defold has been used for the King title Blossom Blast Saga, and a number of indie games.

The core idea around Defold is to create a lightweight game engine that would cut down the time spent fiddling with tools, and help you spend more time actually creating awesome games. Since most of the Defold devs come from AAA backgrounds, they know the importance of performance and scale - not just that of the games, but of the tools as well. Moreover, they wanted a tool that the entire team can use, from programmers to artists.

The engine itself will be very customisable. Capable of 2D and some nice physics out of the box, at its core Defold is 3D. The main scripting language is Lua, and all the features support fast and easy workflow. When restructuring folders, for instance, the engine keeps track of references for you. You can even make changes in scripts while running the game in the editor and see them take effect immediately! This is really good news for testing small tweaks. The builds for different platforms are also very fast, thanks to Lua.

There are some limits, of course – 3D and requires a little bit more effort and tinkering, and Lua as scripting language means you basically need to go low-level to create AIs. Currently the devs are working on a new, better editor view and engine expandability.

 

Sharing is caring

King is releasing Defold to the open public for free. There will be no premium versions, the engine will be the same inside and outside the company. When asked why, the answer was "because we can". Openness also maintains positive pressure to keep up great quality and discourages trick solutions.

The engine is currently at invite phase, and there are invites available for IGDA people here. Defold will be officially published at around GDC this year.

 

Vote Finnish in IGDA elections!

Vesa Raudasoja was applauded to the stage to remind the audience of his nomination to IGDA Board of Directors. Mr. Raudasoja feels that while IGDA is the largest game developers' association in the world, it is very US-centric. Mr. Raudasoja would like to offer global perspective and unite the European game front. If you are a member of IGDA, exercise your right to vote!

 

Name of the Game

Last but not least, we got a teaser sample from Name of the Game. What started as a marketing video about Housemarque's still very hush-hush game project collaboration with the arcade game legend Eugene Jarvis has now turned into a full-length film production.

The New Dawn camera crew has been following the development process for 18 months now, and while Mikael Haveri, the Head of Self Publishing from Housemarque told us that at first they felt a bit shy and may have needed a beer to relax in front of the cameras, they have now become a natural part of the process. We can attest to that, having seen his butt in some epic ice swimming scenes!

The film will follow the key moments of the project, but it also dives into the lives of the devs outside the project. Release is expected after the game – still unnamed – is released, but we can't wait to see the result!

If you missed the presentation, you find the trailer and more info here.

Photos by Daniel Schildt

That's that for this time! Hope to see you in March!

 

White Nights Helsinki: Update

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It’s now official: the White Nights conference welcomes developers and publishers for all platforms!

On February, 11-12, 2016 the Wanha Satama exhibition centre will open its doors for the White Nights attendees!

The very first White Nights conference in 2012 was focused solely on mobile games. Last year 'social' was added to the event title. Although, the games market is constantly changing and the phenomenon of cross-platform has become a trend impossible to ignore. It was time to make the change and invite the entire gaming industry with PC, console, web, social and mobile projects!

Program

The final program is available on the conference website. Experts from leading companies will share their knowledge and secrets to success! Viber, Supercell, Rovio, Wooga, Playraven, Wargaming, Google, Amazon, YouTube, Sony Playstation, Facebook, VK.com, and many more will be attending!

Matchmaking

A list of already registered companies (http://wnconf.com/en/attendees/index) is now available on the conference website and is being updated on a regular basis!

Networking parties

It’s not a secret that the White Nights Conference is famous for its awesome networking parties (http://wnconf.com/en/parties)!

There will be two parties held at the conference in Helsinki. The pre-party will take place on February 10 in the Teatteri Restaurant. At the end of the first day of the conference, on February 11, there will be an official White Nights all-night party held at the lounge-restaurant Club Capital! Dinner buffet, drinks kindly sponsored by Supercell, DJ and great networking will be awaiting the conference attendees! This is the party nobody wants to miss.

Raffle

At the end of the second day of the conference, from 6:30pm till 7pm all attendees are invited to take their chances in the White Nights Super Raffle! You never know, it could be you leaving the conference with one of the prizes.

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There is still time to register: http://wnconf.com/en/#registration Use promo code IGDA-Finland to get 20% off the price.

See you in Helsinki!

Vesa Raudasoja nominated for IGDA Board of Directors / Vesa Raudasoja ehdolla IGDA:n hallitukseen

A long time active IGDA Finland member and a Lifetime Achievement Award recipient, Vesa Raudasoja has been nominated for International Game Developer's Association's (IGDA) Board of Directors. Raudasoja has been involved with IGDA Finland since the beginning, and is the first Finnish person nominated for the Board. Previously the Board of Directors has mainly consisted of members from North America.

A game developer himself, and having closely followed the growth of Finnish game industry, Raudasoja finds IGDA's role very important for game developer communities and wants to get European and Scandinavian voices heard more in the community.

"I'm sure that many game studios in Finland and internationally have started because of IGDA's activities. Without an organization like this the game industry in Finland, for example, would probably be much smaller. Game developer communities are very important and IGDA has been creating these for years all around the world.”

All full members of IGDA are eligible to vote on the election until the end of February. There are four candidates in total of which two will be elected.

Raudasoja will be saying a few words on his nomination at the February gathering on 9.2.

More information on the election: http://www.igda.org/?page=elections2016

Vesa's Campaign Page: https://www.facebook.com/voteforvesa

IGDA Finlandin pitkäaikainen aktiivi, Lifetime Achievement Awardilla palkittu Vesa Raudasoja on ehdolla International Game Developer's Association (IGDA):n hallitukseen. Raudasoja on ollut mukana IGDA Finlandin toiminnassa sen perustamisesta lähtien ja on ensimmäisenä suomalaisena ehdolla hallitukseen, jonka paikat ovat aiemmin jakautuneet enimmäkseen pohjois-amerikkalaisten toimijoiden kesken.

Raudasoja on itsekin pelinkehittäjä, ja on ollut seuraamassa Suomen peliteollisuuden kasvua pienistä indie-studioista satojen pelialan yritysten maaksi. Hän pitää IGDA:n roolia erittäin tärkeänä peliteollisuudelle, ja haluaa saada yhteisössä kuuluviin erityisesti pohjoismaista ja eurooppalaista ääntä.

“Olen varma, että monikin pelialan yritys niin Suomessa kuin ulkomaillakin on saanut alkunsa IGDA:n ansiosta. Ilman tällaista toimijaa peliteollisuus etenkin Suomessa olisi varmasti pienempi. Yhteisöt ovat erittäin tärkeitä ja IGDA on luonut näitä vuosien ajan ympäri maailman.”

Kaikki IGDA:n täysivaltaiset jäsenet voivat äänestää vaaleissa aina helmikuun loppuun asti. Neljästä nimetystä ehdokkaasta kaksi valitaan hallitukseen.

Raudasoja on paikalla helmikuun tapaamisessa 9.2. ja pitää puheenvuoron ehdokkuudestaan.

More information on the election: http://www.igda.org/?page=elections2016

Vesa's Campaign Page: https://www.facebook.com/voteforvesa

IGDA Finland Seminars + February Gathering With King

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After a great start for the new year it's time to get ready for the February gathering!

The gathering will be sponsored by King, best known for launching several hugely popular titles like Candy Crush Saga, Pet Rescue Saga and Bubble Witch Saga. To get the evening started we'll have a seminar with presentations from three amazing gentlemen: Robert Käck, Mikael Säker and Benjamin Glaser.

Robert's main claim to fame was winning both gold and silver at the Swedish championships in NHLPA Hockey '93 and NHL '94 on Sega Mega Drive back in the day. Nowadays he makes sure that King is a great place to work and create games at, heading up the employer brand team. Mikael Säker has been working professionally in the videogames industry since 2002; as a writer, narrative designer, game designer and game director. He is currently working in King's Defold team as a technical writer, designer and developer and for DICE as a narrative director. Benjamin Glaser started out as a game artist in 2001. He has been responsible for a number of original titles from, among others, King and has worked both as artist and game designer, mainly in the mobile space. Lately he has focused on bringing digital products to market, working with companies such as Spotify and is currently responsible for the public launch of King's game engine Defold.

Also, a long time active IGDA Finland member and a Lifetime Achievement Award recipient Vesa Raudasoja, who was recently nominated for IGDA Board of Directors, will say a few words about his nomination.

And that's not all! On top of all that we'll be showing a clip of the upcoming documentary film The Name of the Game. The film covers the adventures and collaboration of the legendary game designer, Eugene Jarvis, and the Finnish game developer, Housemarque.

So come and escape the snow and cold for an evening of fun and friends!

IGDA Finland Seminars, Sponsored by King
Time:
09.02.2016 at 17:30 – 18:30
Place: Maxine, Urho Kekkosen katu 1 A, 6th floor, 00100 Helsinki

- Robert Käck, Mikael Säker and Benjamin Glaser

IGDA Finland February Gathering with King
Time:
09.02.2016 at 19:00
Place: Maxine, Urho Kekkosen katu 1 A, 6th floor, 00100 Helsinki

Please note that you need to be at least 18 years old to attend. The cloakroom service is offered free of charge.

IGDA Finland seminars + January Gathering with Metropolia: The Aftermath

Happy New Year, folks! Time for the recap of the year’s first gathering, sponsored by Metropolia. Held in Maxine for the second time, the event was kicked off with a seminar on storytelling. A respectable number of people had braved the weather and knee-deep snow to tap into the knowledge of Mika JD Sorvari of Rival Games and Adam Mayes, Game Designer and subject responsible for the Uppsala University Game Design programme in Visby. The Devil in The Detail

Mr. Sorvari talked about the practical side of publishing their neo-noir crime adventure The Detail. The team’s goal was to create a five-episode season, and they decided to focus on the story instead of gameplay and puzzles. Their format, inspired by Telltale games and Dontnod’s Life is Strange, hasn’t really been overdone in the market, so they wanted to join the race and even do better! The game has been quite successful with 80/100 average rating on Steam, selling over 100,000 copies.

The presentation provided delightful insight into a game writer’s job and some of the choices they face when writing a modular story. Mr. Sorvari described to us several ways to structure such writing, from the relatively simple “String of pearls”, where storylines come together every so often in the same place, through the “Diverging Paths”, which can be more fun for the player with its multiple independent story streaks, to the “Full Octopus”, which appeared to be a mix of both. Some choices may skip some parts of the plot entirely, for instance, but there would still be an abundance of possible outcomes. All structures need to balance meaningful choices with available resources.

Mr. Sorvari emphasised the importance of “mid-level choices”. Often you may be faced with the fact that your choices are often either completely trivial or absolutely life and death. Giving the player choices from the middle ground can be very satisfying, especially if they lead to concrete outcomes – possibly even later in the game.

For keeping all of this together, Mr. Sorvari introduced us briefly to his most important tool, articy:draft. It’s a professional game design software, especially powerful in organising modular writing. Beat the dead horse until it stops spitting out money, or, You’re doing stories wrong Mr. Mayes took us on a (at times absolutely hilarious) whirlwind tour of good storytelling principles. He started with “cussing out lazy, feckless narratives and the people who buy them” (his words, not ours!). But there was more to it. According to Mr. Mayes, since we have this massive new storytelling media with millions of consumers, we should make something other than Michael Bay movies with it. So how? Taking storytelling apart, we have the narrative: a simple telling of events. ”The floating hands and gun flew into a room. The floating hands and gun killed some people.”

A plot then, is a sequence of events with a causal link. “The king died, and then the queen died of grief.” And then, of course, you have your characters. Mr. Mayes showed us a quote from Matt Burnett, the creator of the Steven Universe cartoon; he was asked whether his show was a character driven or a plot driven story or a bit of both. His answer: “Character driven. Plot means nothing without characters.” Alright, so what makes a good character? In short, Desire, and goals. What do they want? Why do they want it? Plot can’t be isolated from characters, because they are the ones creating the causal links that make up the plot! And if you link your player’s goals with your character’s goals, you’ll not only be telling a story through an interactive medium, but you actually engage the player and make them drive their own interactive story.

It doesn’t even need to be tedious. The adorable Steven Universe video (available in the slides) showed us that you can introduce characters and their motivation, lay down the backstory and push them towards the future in only a few minutes if you’re clever about it.

So what’s the problem? Why aren’t we already doing this? According to Mr. Mayes, the industry consensus seems to be that an interesting lead would make it harder for people to relate to the protagonist. Or that the players need to be able to see themselves as the protagonist, which clearly, as you can see, is usually the case.

Sure, the protagonist might be a supersoldier. And a cyborg. You’re also assassins. From the future. But it’s a blank character, immediately relatable to anyone!

And here came perhaps the most poignant words of the evening: since games are an interactive medium that can be the complex bearers of ideas, designers should not only be capable as designers. They should also be competent and responsible authors, who can express meaningfully through interactive systems.

One thing that games are brilliant at, according to Mr. Mayes, is character development: levelling up, getting more powers, getting more powerful equipment and so on. If you tie this mechanic to the player’s progression in the story, you let the player truly play through the story and not just sit back and watch the it unfold. All in all, these two very inspiring and educating presentations launched an excellent evening with many excited groups of people teaming up to discuss the themes among themselves and the speakers.

 

  • Mr. Mayes’ presentation slides are available here!

 

Demo Corner Report

This month’s demo corner hosted games made by students and affiliates of Metropolia. By the time I got there, there were still six games to try out! Ilkka Räsänen from Mubik Entertainment was there to show off their company’s and Metropolia students’ collaboration, a musical snake game based on Mubik’s original musical quiz game. The goal of the game is to keep the snake alive by tapping on buttons, keeping to the rhythm of the song playing in the background. The company also make pure learning games with similar mechanics to be used in teaching children and treatment of memory patients. The game will be out for Android in February. Panu Siitonen, who currently works at the Metropolia Game studio, presented a 2D flying game called Al’s New Wings. Al is an albatross who has lost his wings, so he’s learned to fly a helicopter and found himself a new career saving people, animals, crates and ships that are in trouble at sea. Adorable! The game isn’t out yet, but iOS and Android releases are planned.

Trash Diver started out as a school project in Metropolia. It’s a post-apocalyptic underwater platformer inspired by the alarming trash situation of the Pacific Ocean. In a world where sea levels have risen critically, most resources are now trash in the bottom of the sea. The game features some puzzles and enemies, and the goal is to get resources to the surface. The demo version has three levels and is available on Playfield and IndieDB. Vulpine Games had brought their social space game, Last Planets. It’s a tactical mobile MMO in the spirit of Clash of Clans, set in space. Every player has their own planet, and you can team up with your friends. Rashad Hasanzade told us that they really aim to make it fun to play with friends, and that the social aspect comes first. There is an evil AI power called B.O.TS.  you’re meant to stop from invading the galaxy destroying your home planet. The game looks really colourful and delicious and will be released for iOS.

Next up was Taphold Games with two games. Lead designer Konsta Kesälä told us about the Metropolia game design project their company formed around, the as of yet unreleased Buglantic Football. Refreshingly, the game is in fact a two-player hotseat game for mobile platforms! The idea is to bring people together over mobile devices, in the manner of board games. The teams move on a hex grid and attempt to score goals kicking around a wilful little bug who also moves if it has the space to do so. I was pleasantly reminded of old Heroes of Might and Magic mechanics, but the game requires some chess-like tactical thinking as well.  The game will be published later for iOS, Android and PC, but the company is currently focusing on their recently published mobile puzzle game, SumTowerElias Rantanen was there to introduce us to SumTower. The game has some match-three qualities, but the guys at Taphold wanted to do something different. In a 6x4 grid, you start with a screen full of blocks. Removing blocks makes the blocks fall down and similar colours combine, but as an extra twist, the blocks have numbers on them! When the blocks combine, the numbers on them are summed together. The game combines the incredibly addictive features of Candy Crush and 2048 while being quite original. I was instantly hooked! SumTower is available on Android, iOS release is pending.

What a fantastic gathering once again!  See you all in February!

 

 

Photos by Daniel Schildt