Games 

(noun, singular game)

1. a playful or competitive activity, here ellipsis of video game


These are some of the video game projects I've had a hand in making as a part of different teams.

 

The Great Couch Battle 

(definitely a working title) 

(Unity, Windows | team of 7 | 2023)


Lead designer, Writer

A lighthearted local-only multiplayer-only fighting game with several game modes.

I pitched the idea, wrote the GDD and oversaw the design, managed the team and wrote what little there was to write.

.

.

A lighthearted local-only multiplayer-only fighting game with six characters and weapons, multiple arenas, several game modes and tunable match settings.

The Great Couch Battle (definitely a working title) debuted at Assembly Summer 2023 Game Development compo in third place.

You can download the game at https://puiseva.itch.io/the-great-couch-battle-definitely-a-working-title

The Work

A lighthearted local-only multiplayer-only fighting game with several game modes.

Lessons I learned

I pitched the idea, wrote the GDD and oversaw the design, managed the team and wrote what little there was to write.

.
 
.

Clover 

(Unreal, Windows | team of 4+2 | 2022- )


Lead designer, Narrative designer, Writer, Programmer (Blueprint), 3D artist

A third-person narrative-driven exploration game about growing up, life and picking four-leaf clovers.

I pitched the idea, oversaw the design, managed the team and wrote the whole shebang. Oh and I also did a little node connecting to make everything work.

.

.

Käsikirjoitus, ohjelmointi, projektin johtaminen, apulaisgraafikko

http://pke.fallen-brothers.com

http://www.youtube.com/watch?v=Lftxr-_D8Ro Kurkkaa lyhyt esittely pelin ominaisuuksista

The Work

A lighthearted local-only multiplayer-only fighting game with several game modes.

Lessons I learned

I pitched the idea, wrote the GDD and oversaw the design, managed the team and wrote what little there was to write.

.
 
.

Silo 011 (Prototype) 

(Unreal, Windows | team of 5 | 2023)


Lead designer, Narrative designer, Writer, 2D artist

A first-person narrative-driven exploration game with horror elements about fear, loneliness and human connection.

I revamped an existing design and rewrote the GDD, oversaw the design, managed the team, did some 2D visuals and wrote or rewrote everything.

.

.

Käsikirjoitus, ohjelmointi, projektin johtaminen, apulaisgraafikko

http://pke.fallen-brothers.com

http://www.youtube.com/watch?v=Lftxr-_D8Ro Kurkkaa lyhyt esittely pelin ominaisuuksista

The Work

A lighthearted local-only multiplayer-only fighting game with several game modes.

Lessons I learned

I pitched the idea, wrote the GDD and oversaw the design, managed the team and wrote what little there was to write.

.
 
.

"The Alien Planet Affair" (Prototype) 

(Unity, Windows | team of 7+ | 2022)


Team lead, Narrative designer

A top-down shooter with squad mechanics and an emphasis on narrative. Developed from client's design.

I managed the team and ensured the end result met client's requirements and intended design.

.

.

Käsikirjoitus, ohjelmointi, projektin johtaminen, apulaisgraafikko

http://pke.fallen-brothers.com

http://www.youtube.com/watch?v=Lftxr-_D8Ro Kurkkaa lyhyt esittely pelin ominaisuuksista

The Work

A lighthearted local-only multiplayer-only fighting game with several game modes.

Lessons I learned

The main lesson: if you have 7 weeks to deliver a product, do not get COVID on the literal first day and be out of comission for the first 3+ weeks.

Thankfully the team were able to pick up the slack until I was back in business.

.
 
.

Cloud Strife 

(Unity, Windows | team of 6 | 2023)


Team lead, Designer, Environment artist, Programmer

A third-person airship shooter about forging the heavens and putting down roots, up in the clouds. Developed in four days as a jam game.

I managed the team, oversaw the design, made the cloud cover environment and helped with the coding.

.

.

Virtually all assets except for the music and sound effects were made from scratch specifically for this project during the jam.

http://pke.fallen-brothers.com

http://www.youtube.com/watch?v=Lftxr-_D8Ro Kurkkaa lyhyt esittely pelin ominaisuuksista

The Work

A lighthearted local-only multiplayer-only fighting game with several game modes.

Lessons I learned

With clear vision and concrete goals you can reach even the bit more ambitious of heavens in four days. You don't even have have any all-nighters, though we did forge away pretty late the last night. Some bugs were fixed and sharpest edges filed away on the fifth day as a Day One Patch, but otherwise the game was realized fully during the jam and was even submitted four minutes before the deadline. Didn't even break a sweat.

I learned that you can't

.
 
.

The Snow Prank Redemption 

Viimainen lahjaretki 

(AGAST, Windows | team of 3 | 2006)


Lead designer, Narrative designer, Writer, 3D/2D Artist, Programmer

A short-ish 2D point'n'click adventure game with a christmas theme and anthropomorphic animals.

I designed and scripted the game, helped with 3D modelling, did the 2D graphics and wrote everything.

.

.

The Snow Prank Redemption (Viimainen lahjaretki in Finnish) is suitable for almost all ages.

It's Christmas time and it's night. Greenwild is covered in soft snow, and Bunney Conesy, Hedgie Hedgehogge and Sciur Squirrel are on a trip to visit Hedgie's grandmother. Beside the path they find unconscious Santa Claus, and it's time to search for Sopirean root for the potion which should wake the chap up.

The game is fully playable in either English or Finnish. The game has a New Game Plus mode called Next Wind, with possibility for extended plot, new characters, scenes, puzzles and alternative ending. The New Game Plus also features a developer commentary track option.

Developed in AGAST (Adventure Game Authoring System), a long dead AGS equivalent.

“The snowman melted pretty quickly. There’s a scarf around its neck.”

http://pke.fallen-brothers.com

http://www.youtube.com/watch?v=Lftxr-_D8Ro Kurkkaa lyhyt esittely pelin ominaisuuksista

The Work

A lighthearted local-only multiplayer-only fighting game with several game modes.

Lessons I learned

Holiday-themed (more accurately Christmas-themed) games are a nightmare to release even as a hobby project, because you never get to finish them on time, and then suddenly you have another 10 months or so to do the rest of the work, and since it's not Christmas time anymore you kinda can't get into the vibe. Which for some reason seems pretty important for Christmas things.

The development of AGAST ended soonish after, and even if it was the right call to choose it over AGS for superior graphical capabilities at the time, it's proven impossible to return to the project for bug fixes, all those typos and somewhat botched English grammar here and there.

It became painfully clear why 2D sprites are usually animated on twos or fours, even when they're pre-rendered 3D like this is. The game includes a couple of sequences where characters have long, smooth, unique animations. Definitely worth it, but would be unsustainable in a production with a larger scope.

.
 
.

 
.