IGDA Finland May Gathering with Yousician: The Aftermath

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The last gathering of the spring is behind us! If you couldn’t make it and want to know just how much you missed, or want to relive the fun, read on. The seminar reports can be found below!

Yousician did a tremendous job of- transforming the venue into a massive music party. Demo spots equipped with guitars, ukuleles and keyboards were very popular, some people trying out the instruments for the first time. The app worked incredibly well despite the noise from the crowd and the occasional guitar shredding.

Guitar shredding? Yes! Yousician had come with an arcade cabinet that featured a competitive rock guitar tournament version of their game, solo and in pairs. Although a real electric guitar is definitely more of a challenge than, say, a guitar hero controller, the songs available were simple yet fun enough to let even the casual guitar player enjoy rocking out.

The best players were rewarded with an actual acoustic guitar or a ukulele, depending on their preference. And some lucky participants got the same chance in the random raffle, including yours truly! Woop woop!

Yousician CEO Chris Thür gave an engaging presentation about the company. A question often apparently arises whether Yousician really is a game or rather educational software. According to Mr. Thür, since the app, in fact, fulfills several conditions of a game product – Voluntary participation, feedback system, rules, winning conditions – it is indeed a game. If the side product of the game is that people learn actual real life musical skills, then everyone wins!

And if this wasn’t enough, the Yousician house band stole the stage and blew the roof off the party. With great energy, experience, excellent musicianship and brilliant song choices (Megaman!), they had the audience crazy dancing by the end of their set.

Thanks everyone for making the last gathering of the spring such a blast! See you in August!

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IGDA Seminars, May 2016

Professional audio design for video games 101

Ari Pulkkinen from AriTunes kicked off the evening with a presentation about how to achieve the best audio design in video games. He stressed the importance of planning ahead, knowing your game’s tone and mood and communicating well with the audio team.

Keep the audio people in the loop from the beginning – that was Mr. Pulkkinen’s key point. Audio has a massive role in how a game communicates to the audience, and cannot simply be slapped onto an otherwise finished product in a week. His most recent work was Alienation for Housemarque; making the final mix took one and half months, but he worked alongside the team from early on to create music and audio effects.

In Alienation, he went from peppy '80s demoscene/arcade style towards a darker mood with some military, even apocalyptic notes with the idea of an “endless war, but not all hope is lost”. Judging by the before-after demo, letting go of the nostalgia really did enhance the mood and make the music better suited to a high sci-fi setting, but some elements of the first style still remained, consistent with Housemarque ideals.

Mr. Pulkkinen had some great tips for teams about working with audio contractors. Make playlists of music and videos that reflect the desired mood. Devs also need to think of lasting impressions. Music that works well in a trailer won’t necessarily work well in-game. The loop needs to be long enough, and not too intrusive, or it will distract and begin to annoy.

It’s also very important to keep well-organised, clearly named asset lists that are updated at least weekly so that the audio guy has access to them and can work consistently throughout the project, also when something is altered. If this isn’t done, there is going to be a massive explosion of assets at the end of the project when all of the audio is dumped in. Not fun!

At the end, Mr. Pulkkinen said he would love to get the chance to challenge himself as a composer, to make something more emotional, classical in style. Many games leave emotions out of the equation, but he mentioned new games such as Quantum Break and Uncharted 4 as great examples of how to evoke feelings with music.

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Role of Audio in F2P

Next up was Ilmari Hakkola talking about the role of audio in F2P, and whether there’s a chance it could be used to increase retention and revenue.

In a delightful in-depth introduction, Mr. Hakkola started from the very basics of his subject, from hearing as a sense and human reactions to different sounds. He explored the history of meaning in music, taking us through Plato’s thoughts of how music shapes societies, the Pythagorean ideas of perfect harmony through mathematical ratios, to Schöpenhauer’s theory of music as a direct manifestation of the metaphysical will. Musical information, stored on the right side of the brain, is very memorable. From ancient times when information was passed on through singing to children’s songs you still remember the lyrics to, it’s a source of incredible remembering power.

The different purposes of game audio

For games, audio can do so many jobs. From an aesthetic point of view, it not only sets the mood but can convey information about the game world, the characters or their emotional state. Even the situation of the game world can be told through music and audio.

The music can be very much in line with the game world, like in Braid, where the art style is very painterly, and the calm acoustic string instrumental music underlines it beautifully. In Fallout 4, the occasionally heard 50’s style music reminds you of happy days gone by, the pre-apocalyptic utopia. It creates a very cool contrast with the broken world of the game.

Audio also boosts immersion, gives shape, size and context to objects and materials, even ones that don’t exist in the current reality. And it certainly serves an indicative purpose, providing feedback about the game state and events to the player.

Branding is also not to be frowned upon. For instance, Angry Birds has very consistent audio throughout the different products, thanks to very comprehensive guidelines. Audio logos and theme songs are also very memorable and can instantly take our minds to certain products just by hearing them.

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Going beyond the traditional: audio in F2P

Mr. Hakkola postulated that audio can be used to boost game performance also in F2P games. To date, the vast majority of the effect of audio on customer behaviour has been made in the real world. Shops regularly work on providing pleasing audio experiences to boost sales, and the figures indisputably show that this works. According to Mr. Hakkola, a handful of supermarkets in Helsinki have begun experimenting with separate ambient sound environments for different parts of the shop, with great results.

Since F2P is all about monetization, devs really do need to start considering the chances of using audio as a sales booster. The first thing to look into is audio metrics, same as stores and other features. Do people play with sounds on or muted? Do the music and audio feedback boost purchases in the shop?

Anticipation points, according to Mr. Hakkola, are the points where players make decisions. Do they want to upgrade? Do they want to keep playing the level after failing, buy a booster? Audio can have an effect on this since after all, sounds can awaken primal reactions in us. A great example is Peggle blast, where the use of audio anticipation and actual human ‘audience’ reactions (Ode to joy when finishing a level, or a gasp when you miss) really add to the experience. Using voiceovers is a very good idea in any case since we are so used to human voices they immediately grasp our attention.

A fresh experience through new music

Mr. Hakkola also wanted to examine the way we currently ‘force’ the players to listen to the same music over and over again. It does get rather boring, but composers are expensive, not to mention how time-consuming the process of creating new musical content for games is.

He suggested that since there is more music available in the world than ever before, to the point where the music industry is struggling with visibility, it would be wise for everyone to take advantage of the extremely wide spread of the mobile platform. For a lower fee than exclusive compositions, games would be a great place to introduce music to different audiences, so mutually beneficial deals can certainly be worked out. Since casual games aren’t as immersion-critical, adding music as background playlists would work nicely particularly in that genre.

A radio player functionality would work best, says Mr. Hakkola. It gives the player the choice to select the music while in-game. There can even be customised personalised playlists, for individual players or even countries, since the servers tend to run separately for each country. So if getting huge international stars would be hard to achieve, local stars would be an option.

You can even use new music as an incentive to play further, by indicating in the level maps that playing ahead will unlock new music. In the end, Mr. Hakkola suggested doing A/B testing with different audio scenarios and seeing how it goes.

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Photos by David Jakob

IGDA Finland Turku Hub Gathering in May

May 12 was Turku Game day, and IGDA Turku Hub organized a full specced evening program at Sparkup, with talks by several prominent game industry people. Read more about how to make money when everything is free, what Rival Games learned from their game series The Detail, how NordicEdu designs the future of serious games and what Appstar are up to. Read all the way to the end, and get some good advice from IGDA volunteer of the year.

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Lovell’s Curve

Nicholas Lovell, an investment banker, author and consultant, held a thought-provoking talk about his theory on ”how to make money when everything is going free”. Lovell claimed that F2P is not actually a business model it is a marketing tool. By offering the product for free first, you reach an audience, but after that you have to “earn your right” to talk to the customer again.

The Curve refers to the amount that a person, a customer, is willing to pay. The idea was inconceivable before the Internet. The web has enabled one-to-one communication, but also increased the amount of products that are given away for free. How do we keep paying our bills when the competition gives away their stuff for free?

We can let people choose how much they spend – this is a marketing opportunity. Some of the audience will pay even if most will not. Lovell’s Curve can be broken down into three steps: 1. Find an audience 2. Earn the right to talk to them again 3. Enable superfans.

His advice is that we as game developers and creators need to keep our customers in “our ecosystem”. You offer the customers the chance to pay what they want (and including some ridiculously over-priced items, tiers or pledges, makes the cheaper ones look like a bargain). Also enabling people to participate in the journey of the game has turned out to be a successful strategy. Lovell mentioned Tim Schafer’s Kickstarter as an example. One-third of the pledgers did not even play the finished game – they backed the project for the creator’s journey.

So, how can you enable the people who love what you do? Let superfans spend money on something they value, let them “level up” as supporters. Lovell also pointed out that people in the digital era spend money on content that gives them status and emotions. The point is not to extract money from people. This is something that stops working after a time, according to Lovell. Delivering human joy is what works.

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A Detailed Post-Mortem

Rival Games and Jukka Laakso held a presentation about their third and last episode of The Detail. For those of the readers who do not yet know about Rival Games, they are currently the biggest Turku game company, with 17 employees. They focus on interactive narratives and storytelling. The core game loop focuses on choices, particularly on the gray areas of our moral compass. These choices make the player emotionally attached to the characters in the game. Interestingly it is the smaller choices that really bring the characters alive. The Detail is a game series that is about how people experience stories differently.

The third episode of The Detail – Devil in the Details was recently released on Steam. Laakso gave the audience a post-mortem highlighting first the good, then the bad.

The writers did a good job, the visual style was unique and appealing, audio was successful, coders made things seem as they should. Communication within the team has improved.

The list of bad things was slightly longer, or more detailed. The team expected more money from revenue, and Laakso gave us the advice to plan the budget so that it lasts for the whole game. Because of the lack of money, deadlines and delivery failed. There was too much time between episodes, and sales were bad because of it. The team had to cut the last two episodes, and a lot of the plot was cut short. The core team changed a lot. Design was neglected, and so was gameplay. There was no iteration just execution. The art style was inconsistent because of the change of artists. There were bugs and there was not enough time left for testing. Many of the problems had their origin at management level. But all you can do is learn from it and move on.

Currently Rival Games has a partnership with a comics print, and the budget problems are solved.

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Serious forest games

The following presentation was by NordicEdu CEO Tomi Kokkonen. NordicEdu has been making games for five years, and already have an excellent track record of serious games. They currently employ seven people and reside in the Manilla building in Turku.

NordicEdu’s goal is to become the best serious game company in Finland, and globally. They offer expertise to different organizations. They have three types of customers: other companies that want to implement a game idea; unions, federations or public organizations that need partners to develop a game; organizations that commission advertisement games.

People learn best when they are motivated. There are different approaches to serious games, and some projects are more about gamification or gameful design. Kokkonen lists types of serious games: teaching games, simulations, meaningful games and purposeful games. NordicEdu’s current project MobiMetsä is for UPM and the Scouts. It is a game about teaching the sustainable use of the Finnish forest. The players need to, for example, take photos of real trees in the game.

Kokkonen also gave us an introduction on how NordicEdu does their projects. They start with a workshop day and they create a user experience journey. Focus group opinions are crucial in developing good serious games. Making graphics and coding is almost trivial compared to the much more demanding process of getting to know the core audience.

NordicEdu also showed us an interesting way to garner comments from testers: short video blogs by the testers that are sent through Whatsapp. It is hard to get people to write, and when they talk freely they give away much more information.

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Tapping into a fashionable audience

Appstar’s current game is focusing on the dress up genre with a more casual (but fashionable) twist. Olesja Parkkali introduced the small start-up that is about to grow. They have gained success with their beta version of World of Fashion and are developing the game further.

According to studies, women and girls spend more money and time on mobile games than men. Still this customer group is underserved. Appstar has been able to engage female players ages 13-20. The game itself is about collecting celebrities and doing global challenges. The players comment and like styles.

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The Turku Game Day evening ended with a short presentation by an IGDA volunteer from Helsinki: Jenni. Her most valuable hints were to 1) volunteer 2) get a spot at the door to the gatherings, that way you meet everyone.

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Our demo corner got many people interested in testing the new games.

IGDA is all about networking and an inclusive community, and making work as a game developer fun.

Text: Jenny Wiik

Photos: Oskari Tamminen and Toni Heinonen

IGDA Finland ry Spring Meeting

Greetings all members of IGDA Finland association! You are warmly welcome to join the statutory annual meeting. The meeting is held on Tuesday, 31st of May, 2016, from 5 PM until 7 PM, at Femman hall (Tekniskan Salit, Eerikinkatu 2, 00100 Helsinki).

There will be some snacks and soft drinks to enjoy during the meeting. We ask you to RSVP latest on Thursday, 26th of May by emailing niina.pesonen@igda.fi to better estimate the servings amounts.

If you have any questions regarding the event, please contact jyri.partanen@igda.fi


THE AGENDA OF THE ANNUAL MEETING ON MAY 31, 2016

  1. Opening the meeting
  2. Selecting the officials for the meeting
  3. Legality and power of decision
  4. Confirming the agenda
  5. Action report
  6. Presenting and confirming the financial accounts and auditors’ reports
  7. Granting the discharge for the board and others that are held accountable
  8. Other emerging issues
  9. Ending the meeting

IGDA Finland Nordic Game Official Party

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Eventbrite registration required! Sign up here.

IGDA Finland has teamed up with the folks at Nordic Game to organize the official Nordic Game Day 1 evening party!

After the first day of the Nordic Game, we'll gather to bar Skeppsbron 2 at 6 PM to enjoy drinks and networking. If you're attending the event, join us for international fun times – Nordic style!

The event has been brought to life by our wonderful sponsors Epic and Fingersoft.

IGDA Finland Nordic Game Official Party
Time: Wednesday 18.5.2016 at 6 PM
Venue: bar Skeppsbron 2 (Malmö)

You need your conference pass or a business card to check in at the event.

IGDA Finland Seminars + May Gathering with Yousician

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Spring is in the air, and summer is around the corner. You know what that means: it´s time for the May gathering!

To wrap up the spring season, there´s something very special coming up. Sponsoring the gathering we have Yousician, a music education company with a relentless drive to make the world a more musical place by changing the way people learn to play musical instruments.

Yousician is the fastest growing music education company in the world with over 25 million users across their apps. They develop high-tech piano, guitar, bass and ukulele learning software that gives users real-time feedback on how they play. Yousician’s cutting edge audio technology can listen to any instrument without the use of additional equipment. Yousician combines the addictive features of computer games with music exercises to make the learning process easy, fun and motivating.

Yousician is providing us with with all the tools for an absolutely epic night: guitar and ukulele workshops, competitions with great prizes, a live rock show and an arcade cabinet - and a costume competition! So grab your swag, bring the bling, this is the time to shine: dress up as your favourite, or least favourite, or the coolest or the grooviest musician for a chance to win a guitar or a ukulele!

IGDA Finland Seminars, Sponsored by Yousician
Time: 17.05.2016 at 17:30 – 18:30 (Doors at 17.00)
Place: Maxine, Urho Kekkosen katu 1 A, 6th floor, 00100 Helsinki

IGDA Finland May Gathering with Yousician
Time: 17.05.2016 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.

Seminar agenda

Ari Pulkkinen

CEO and founder of AriTunes, Ari Pulkkinen is an award-winning composer and sound designer. With over 13 years of professional experience, his works include original music and audio for games such as Angry Birds, Resogun, Alienation, Super Stardust HD and Trine series. His record includes Hall of Fame in Pocket Gamer, Finnish Game Developer of the Year 2011 and Best PS4 Audio Award 2013 from Resogun by IGN and many others.

How to achieve the best audio design in video games

Audio and music branding is an important thing for any respectable project from mobile to console games. Audio can be neglected and hurried quite easily and it always affects the end result. Ari's speech will shed light on how to achieve the best results by designing and planning the project well before the actual work begins. How to create proper asset lists, reference and mood lists, and how to fit audio design to the overall game development cycle.

Ilmari Hakkola

Ilmari Hakkola is a game and media industry veteran, having started in mobile games back in 2000 as a graphic artist. Hakkola joined Rovio for the first time in 2005, expanding his area of work into music composing and video compositing. Hakkola is also the founder of Kombo, one of the biggest production companies in Finland, which was acquired by Rovio in 2011. After uniting with Rovio again, Hakkola has acted as Rovio's Head of Audio, leading a team of eight audio professionals creating unique audio content for Rovio's games and animations.

Audio's role in F2P

Free-to-play games are all about the service mentality. Games are constantly updated with new content and events, but audio is often built around old conventions. Sounds and music are one of the strongest tools of creating emotional engagement - can this property be used to boost the games performance?