Echoes of Somewhere

Game trailer. Environments and characters created with the help of AI, or completely with AI.

Echoes of Somewhere is an experimental 2.5D point and click adventure game anthology series developed by a group of game industry veterans on their free time.

The project relies heavily on AI generated content and as such is an experiment in itself. We will be documenting the progress here in this development blog. For good or for worse.

Each episode in the series is about 1-4 hours of classic point-and-click gameplay in a new world with new characters. Even the art style will vary from episode to episode.

The episodes will be released for free one by one when completed.

Download the game demo:

Speech about the game project at Games Now!:

Latest posts from the blog:

  • Footsteps audio refactoring
    by Jussi Kemppainen on March 23, 2024 at 08:02

    I upgraded my rather simple footsteps audio system to a fully fledged surface type / character type retrieval setup that I can expand in the editor. The old system had hard coded arrays, but this new one is user editable directly in editor! The post Footsteps audio refactoring appeared first on Echoes of Somewhere.

  • AI assisted location: Hamburger restaurant
    by Jussi Kemppainen on February 18, 2024 at 16:23

    In the first big puzzle hub, one of the non-linear storylines takes you to a hamburger restaurant. There will be a big, hamburger related puzzle in there! But this week, we talk about creating the AI assisted location. The post AI assisted location: Hamburger restaurant appeared first on Echoes of Somewhere.

  • Closeup camera angles
    by Jussi Kemppainen on February 3, 2024 at 12:09

    With Magnific now being able to upscale all the way up to 16x I wanted to try closeup camera angles for the game. The post Closeup camera angles appeared first on Echoes of Somewhere.

  • Animated hotspot icons
    by Jussi Kemppainen on January 10, 2024 at 22:30

    I was working on the Steam Deck compatibility of the game this week and the main pain point was the hotspots. As I was fixing the code, I decided to try to make the hotspots animated! The post Animated hotspot icons appeared first on Echoes of Somewhere.

  • Accessibility options
    by Jussi Kemppainen on January 4, 2024 at 14:58

    I am big into accessibility. It was now finally time to get started on accessibility options for Echoes of Somewhere. The post Accessibility options appeared first on Echoes of Somewhere.

  • Project 1 year anniversary!
    by Jussi Kemppainen on December 28, 2023 at 00:43

    Happy birthday! Echoes of Somewhere has now been in “active” development for a year. Lets look back on the year! The post Project 1 year anniversary! appeared first on Echoes of Somewhere.

  • Echoes Of Somewhere demo release on itch.io
    by Jussi Kemppainen on December 21, 2023 at 09:04

    I have been actively working on the project for one full year now. And to celebrate this milestone, I am releasing a short Echoes Of Somewhere demo of the game for Windows & Mac OS! The post Echoes Of Somewhere demo release on itch.io appeared first on Echoes of Somewhere.

  • Preparing for demo release
    by Jussi Kemppainen on December 16, 2023 at 23:06

    The beginning part of the game has been almost ready for release as a short demo for quite a while. But it was missing some polish that I am working on now. The post Preparing for demo release appeared first on Echoes of Somewhere.

  • Talking about Echoes of Somewhere
    by Jussi Kemppainen on December 4, 2023 at 14:39

    I have an Echoes of Somewhere presentation I have done a couple of times around Europe. You can now watch it here in full. The post Talking about Echoes of Somewhere appeared first on Echoes of Somewhere.

  • Magnific AI
    by Jussi Kemppainen on December 1, 2023 at 08:46

    The lower resolution background images for the game are upscaled with Magnific AI to massive 4k+ resolution. The post Magnific AI appeared first on Echoes of Somewhere.

3D Characters for Sanoma Pro

I modelled, textured and rigged a set of 3D versions of 2D characters created for Sanoma Pro Educational books. They are used on AR content on an ABC book called “Ystävien Aapinen”, ”Ystävien Lukukirja” and an English language book series, “Come With Me”, with 3 installations rolled out.

I also developed the scripting for the Unity scene-flow and asset bundle loading, user interactions and the Morph-based facial animation workflow from Blender to Unity.

Character animations by Janne Roivainen.

Olavi Elää

A cool album cover for a Finnish rock album from Olavi Uusivirta. I did the layout and rendering and 3D scanned model cleanup for this project. The director of the project was Tero Ahonen.

2D Characters for Pikku Kakkonen

I was commissioned to design and create modernised versions of the classic characters in the Pikku Kakkonen children’s programming logo.

In addition to the modernised logo characters, I designed the 2D version of one beloved puppet character.

For this, I did extensive research on the different visual styles and technical solutions for different children’s TV programming. 2 versions of each character rig was created, one for realtime applications in Unity, and one for pre-rendered animations in After Effects. They used the same sprite sheets I created in Affinity Designer and the animator controls were the same. But for unity I scripted them using C# and for After Effects I used AE Expressions.

Short clip displaying the simple mount rig controls in Unity 3D

The work was built on top of my previous Angry Birds rigging, completing the “just a head” rig for the birds with full body controls.

Ainola Alive

A live visual VJ set for Meidän Festivaali celebrating Jean Sibelius and especially his wife, Aino. Together with my brother we produced visuals for 4 concerts in total.

We did not know of the performances in advance, so I built a live visual set capable of adapting to any type of music. All effects were reactive to the music being played and we could control things by hand as well during the live performance. 2 persons were required to control the visuals and keep them going at all times. It felt like playing an instrument as a member of the band. We could play off of the performers and they of us as they were encompassed by the screen.

I also designed the stage which was a first for me.

A promotional clip created for the concerts
A promotional clip created for the concerts
Timelapse of the concert stage being built. I have the bald spot and the red shirt.
The first performance at the stage we did.
Direction:Jussi Kemppainen
Illustrations:Antti Kemppainen
Director of Photography:Toni Pasanen

Stage previz renders

One of the motion graphics sequences previsualisations sent for the client

Behind the scenes

Michael

A video installation of Michael Jackson created for Kiasma Museum of Contemporary Art.

I worked on the face replacements for the wide shots. We painstakingly created this with Nuke & Maya well before the time of AI face replacements.

VFX Production Company:Troll VFX
Artist:Adel Abidin
Director:Sam Shingler
Technical DirectorJuuso Kaari

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