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.

I tend to slip into leading, directorial and managerial roles whether that's the intention at the start of the project or not. Narrative and writing are my darlings, and if I'm being the lead designer they are usually the angle I vision the big picture from. Happy to leave the systems design for someone else, but I'll manage if the duty calls. If possible and the time and quality constraints allow it, I like to dabble in other areas as well.

 

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.

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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.

"FUN FACT: Old couches contain, on average, 3,4 euros worth in coins, hairpins, cotton swabs, buttons and stale popcorn."

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

The Work

Developed from my design, the original pitch was "a simple-but-fun-with-friends arena fighter with several minigame variations". I asked the other devs to come up with ideas for the minigames and they did, in the end two of five game modes being my idea. The development operated with the same procedure throughout: I encouraged everyone to recommend things in their respective fields they'd want to do and have in the game, and then shaped everything into a coherent vision. I led the team of seven through the initial development time of 8 short weeks (only two of the weeks had all the working days available for various reasons). Some refining work was done in the following months.

As with the game modes, I asked the artists to come up with level themes, characters and weapons, as long as they filled the requirements: characters and weapons have to be interchangeable gameplay- and animation-wise and have to be wacky and suitable for kids, the level themes are only backdrops for arenas, etc.

As the characters were designed by the artists and the game has no story (there's no in-universe reason other than "games" for the characters to be fighting), the writing I did consists mostly of loading screen gameplay tips, though I did write some backstory-tidbits for the characters, similarly displayed in loading screens.

Lessons I learned

Playtesting a local-only multiplayer game (for up to four players) is a nightmare when the development is done fully remotely, the team scattered to the four winds.

My "yes we can, we just have to do it" attitude can help team members to remember to believe in themselves. Because we can, if we just do it. Trust me, I'll tell if we can't. (We could, and we did.)

Kids are some of the best playtesters but their attention span is limited even if they really, really like the game. About half an hour limited.

Getting to freely write characters created by someone else can be really fun and inspiring.

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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.

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Clover is a third-person narrative-driven exploration game in which Anna returns to her childhood home to visit her parents, and ends up looking for four-leaf clovers.

"Mom told me later the book was to keep me from talking about bees for even a few minutes. Apparently I had been raving about them non-stop after the hospital."

In its current state Clover includes the first of the intended five locations, but also works as a fully functional story in its own right. You can download the game at https://puiseva.itch.io/clover

The Work

My grandmother was, just like Anna's, the best at finding four-leaf clovers, and thus an inspiration for the whole game, gameplay-wise. Picking up clovers was the initial idea for the design, and then I let slip the dogs of narrative design. There needed to be a reason to pick the flowers up after all. As a lead designer I also managed the team of six, which, to be honest, didn't need much managing.

The core team was four developers: me, one artist mainly on the environment, one who focused on the character and control rig work, and the third artist doing most of the animations and 2D art. In addition the environmental sounds and music were commissioned from an associate, as was the voice talent for the player character.

I wasn't the only one doing programming, but I did the main gameplay features.

For the visual side I wanted to freshen my modelling skills and ended up doing the greenhouse and its contents (except the actual plants), the lawn mower and the flower pots.

I directed the voice talent with written directions, as she did her own recording work.

Lessons I learned

Unreal 5.0 + Windows 11 + DirectX12 = high, completely arbitrary per system change the game crashes on startup. This was especially mean to learn after the game had been submitted to Assembly '22 Gamedev compo with rules not permitting a fix. Harsh lesson to learn about releasing games to public, but so is the life of a game developer.

This was really the first game of this scale and ambition with a definite development time that I've done and was as intended on the release date, content-wise. The bugs don't count. So I think this taught me a bit about scaling the project down (the chapters 2-5 were moved to the "some day later"-folder very, very fast at the start of the development) and getting a feel for how much and how fast a team and its individual developers can achieve.

Being my first time directing a voice talent was certainly a learning experience. I learned that in that role I can and shouldn't be afraid to give the talent more info and elaborate on the text, as they are probably the one party that have to really understand the character as well as the writer does, even to the level of the bulk of the iceberg. In this case the talent did a marvellous job anyway, but the next time I can make their work easier.

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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.

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In Silo 011 the player wakes up in an abandoned underground bunker where something has gone wrong. The prototype picks the story up at the chapter 3 of imagined 10 or so, and ends at the start of the chapter 4.

The game is not publicly available to play at this time.

The Work

This project was an interesting one: it was based on an existing design and prototype, with carte blanche to tweak everything if needed. There was even voice acting recordings already done. So naturally I decided we would do a remake of a game that doesn't exist, taking the core ideas and the vision and then redesign and rewrite everything from there. We even scrapped the voice lines.

We scrapped the voice lines, because we had to scrap the script. The original was just dialogue between two people with no interaction. I felt the narrative throughline of the game needed player input. This and the fact that we altered the story details resulted in me rewriting the script, simultaneously adding a gameplay puzzle element to the dialogue.

I designed the layout of the levels and the artists did most of the set dressing.

As a 2D artist I did some texture design and the graphics for the bulk of the memos discoverable in the game.

We had one programmer (Unreal Blueprints), three 3D artists and me. I made sure everyone had things to do and knew where we were heading. I also organised playtesting sessions and made tweaks according to feedback.

Lessons I learned

I learned how crucial playtesting is, especially in exploration games like this. Two examples: what was to us developers clearly a glow effect for memos lying around did confuse many players because it looked like a light reflection from lamps; and what was very yellow and very visible hatch in the floor of a very small room was still able to be ignored by several people.

This was the first time for me adapting someone else's work like this. I liked it very much and found it all around illuminating experience.

In my smug opinion our interactive version of the dialogue script worked better than the original.

As the level design layout was done narrative-first, it could have used a more gameplay-centered revision or two.

On a purely technical level I learned a lot about Unreal engine's level streaming, and also that BSP geometry does and does not work as it used to all those years ago.

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"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.

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The project was made for a client for prototyping purposes and is not publicly available.

The Work

Since the game was made for a client from client's very detailed design with little room to deviate, pretty much the only design aspect that I was left with concerning the narrative was the pacing of the level and some environmental storytelling. I instructed the level designers with decisions concerning the narrative.

It was known before teaming up that most design work wouldn't be ours to tweak, and the team emphasised the visuals. The team consisted of seven-ish people, since the work of some artists was divided between this and a sibling project. I made sure that everyone was on the right track with the vision, had a clear understanding of their own current and longer-term workload and was ready to tackle any problems they'd encounter or questions that would arise.

In the end the client was satisfied with the result.

Lessons I learned

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

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

This was the first project with a larger team in which I took the specific leading role from the beginning with the intention of concentrating on that, and also the first project that I did completely from the design by someone that was not part of the core group (the client oversaw the progress on a weekly basis). I liked both challenges a lot.

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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.

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

"Forge the Sky by seeding Aether Oaks."

You can download the game at https://puiseva.itch.io/cloud-strife

The Work

The team was rather large for a four-day jam game so a team-leading role is essential, especially as most if not all the assets were made from scratch during the development. The team consisted of, in addition to my varied roles, three 3D artists, a visual effects artist who also did sound design, and a programmer. My job as a lead was to make sure everyone was on the same page with the design and visuals, ensure everyone had something to do at all times and that they knew what that was, and to support the team and solve problems should any arise.

As the design itself was a joint effort between team members, my job as a designer concentrated mostly around mechanics of the spires and the trees the player plants.

I made the cloud cover environment, which gives the game a very unique look.

As a programmer I helped the lead programmer with some aspects of the systems I was more familiar with, but my role was definitely a supporting one.

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 to 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, postdeadline, 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.

The performance takes a rather heavy hit from the cloud cover system, and with longer development time it would probably have been possible to optimize it without compromising the visuals. I developed it first with a clever use of terrain foliage system, but that had some drawbacks we didn't have time to troubleshoot, and so I pivoted to a version based on particles. The system is not volumetric. The performance notwithstanding, I'm very pleased with the result.

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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.

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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.”

You can download the game at http://pke.fallen-brothers.com

Full walkthrough in Finnish https://www.youtube.com/watch?v=CfdrhF2sHB0

Full walkthrough in English https://www.youtube.com/watch?v=HstgwZFM5xA

The Work

In this project my narrative and lead designer and writer roles were not only intertwined but one and the same, The puzzles are classic adventure game puzzles so they are more about a narrative than gameplay logic, the same goes with the scenes (what would otherwise be considered level design) and dialogues. For the artist I did basic layout sketches of the scenes to start from.

I directed the music artist to produce music in a style that I wanted and then let him do his thing.

As a 3D artist my job was half to ease the workload of the main artist, half just because I wanted to. The 2D art that I did were the UI and icons, and compositing the images for intro and outro sequences.

I programmed the game in AGAST.

 

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.

This was the first game I ever released for the public, and thus forever my baby.

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