Discover Pax Dei—a vast, social sandbox MMO inspired by the legends of the medieval era, with community and emergent gameplay at its heart. Pax Dei is the game we’ve been dreaming of making for longer than we care to remember. We can’t wait to see how players will engage with our world, and watch as their stories come to life.
Echoes of Somewhere
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:
- INTERMISSIONby Jussi Kemppainen on September 28, 2024 at 10:42
Intermission, sweet rolls and hot drinks in the cafeteria! The post INTERMISSION appeared first on Echoes of Somewhere.
- XR AI spotlightby Jussi Kemppainen on August 23, 2024 at 09:41
I was interviewed for XR AI Spotlight a few months back. here is the full interview. The post XR AI spotlight appeared first on Echoes of Somewhere.
- Games Now! Podcastby Jussi Kemppainen on July 6, 2024 at 16:34
A further Questions -podcast episode in regards to my AI presentation last year. The post Games Now! Podcast appeared first on Echoes of Somewhere.
- Simple camera controller+by Jussi Kemppainen on June 4, 2024 at 06:26
I had created a very simple camera controller for the city hall interior scene. But it was not very usable in other scenes. So I rewrote the code and made it universal and a lot easier to use! The post Simple camera controller+ appeared first on Echoes of Somewhere.
- Footsteps audio refactoringby 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 restaurantby 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 anglesby 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 iconsby 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 optionsby 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.
Reel 2020
Kuuhyppy
A short film we created with our daughters when they were 3 & 8. Both of them also drew the characters they acted. This was a lovely little weekend project!
Animation: | Jussi Kemppainen |
Screenplay | Myy Kemppainen, Ruu Kemppainen, Kiia Kemppainen |
Illustrations: | Myy Kemppainen, Ruu Kemppainen, Kiia Kemppainen, Jussi Kemppainen |
Voices | Myy Kemppainen, Ruu Kemppainen, Kiia Kemppainen, Jussi Kemppainen |
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.
Small Town Murders
Iron Danger – Shard of Time
Iron Danger is my debut PC/PS5/XBOX game as a game director.
It is a game all about maximising your actions in combat with the help of infinite redos and intuitive trial and error. It is basically a gamified combat sequence animation tool (so cool)!
Play Experience
Gamescom 2019 Best experience: Winner
Finnish game awards 2021
Best creative achievement of the year 2020: Winner
Big screen game of the year 2020: Nominee
Finnish game of the year 2020: Nominee
TechRaptor
Best of E3 2019: Nominee
Rock Paper Shotgun: The best game you missed in march: Iron Danger
A lot of games market themselves as being built around a “unique” mechanic. And while 90% of the time these mechanics are not in fact unique, every so often you get one that’s the real deal, and this tactical RPG with functional time travel is certainly one of ’em.
Iron Danger for consoles
Iron Danger was released for PS5 and Xbox S/X in 2023. Gamepad controls were finally added to the game and I think this is the best way to experience the game.
Soundtrack
Screenshots
Info about the game
Gameplay
Iron Danger is a tactical combat game with a unique time manipulation mechanic. A never before seen combination that blends the tactical depth of turn-based games with the exciting action of real-time games.
Tackle challenging encounters with your party of two characters, using a variety of skills and highly interactive environments.
Maybe you will set an enemy on fire and kick them into a grain field for a proper barbeque, or set up a trap and fell a tree on top of them. The options are endless and it is you who will be deciding your own approach!
You have control over time
You have control over time
The core of Iron Danger is its unique time control mechanic. You can rewind time for up to 5 seconds whenever you want, trying different strategies and combinations of moves until you find the right one for the task at hand.
The time manipulation allows us to combine real-time combat gameplay with controls from more traditional, tactical turn-based combat games. This gives tactical combat a puzzle-like element, as you can continuously keep trying new approaches to turn impossible odds to your advantage and synchronize the actions of your characters for the perfect outcome.
You will die, but you will not fail!
World and Story
Iron Danger is set in a world of lofty fells, primeval forest, and placid lakes… as well as living gods and monsters of steel. The city of Kalevala, home of the humans who rebelled against the gods and forsook their protection, shines in the middle of this world, surrounded by towns, sea lanes and and woodlands under its protection.
But from the frozen north, a witch queen is leading her army on a quest for vengeance against the lords of Kalevala. Ancient ruins from the days when gods dwelled on the earth are opening to unleash forgotten powers, tempting humans and striving to overtake the world.
You’ll take on the role of Kipuna, a sharp-witted village girl, who becomes imbued with an ancient power that grants dominion over time and death. You must use your wits to control it as you’re drawn into the midst of a war between the city of Kalevala and the armies of the Northlanders driven by their witch queen Lowhee.
Your task is to master the power, in order to use it for mankind’s protection, while your enemies will seek to harness it in the service of total destruction.
Features
Use unique time-rewind mechanics and experience a new take on tactical combat combining best aspects of real-time and turn-based combat.
Use highly interactive environment for your advantage to succeed against impossible odds.
Adventure in a world of steampunk fantasy and meet its unique inhabitants inspired by Finnish folklore.
Fight epic boss monsters on the path to fulfill your destiny.
No grinding; character progression pace is controlled by the story and every fight matters.
15+ hours of gameplay
Reviews
PC Invasion – 90
“Iron Danger is a fun game that takes us to fantasy Finland and lets us play with time. This is a surprisingly good combination before you take interactive environments and the vibrant art style into account. If you want to play a fantasy RPG that’s lighter on the RP and heavier on G(ameplay), try this one out.”
DarkStation – 90
“From its inception to the execution, Iron Danger showcases a rare, coherent vision where everything comes together to form a unified experience, not least because of truly novel gameplay that holds it all together. I’m afraid that Iron Danger has spoiled other games in its genre for me. I can no longer imagine playing formulaic fantasy tropes with rigid combat and eternally repeated, tired systems.”
Player2 – 83
“Iron Danger feels like a breath of fresh air for CRPGs. While not a perfect game, its unique, time-based combat system is a pure joy to play with and worth the price of admission alone.”
Iron Danger Dev blog
Videos of Iron Danger from around the web
Behind The Scenes
Related works
Iron Danger – Teaser Trailer
Iron Danger Proof of Concept
Iron Danger – Teaser Trailer
I created this trailer from a level I made for Iron Danger. The VFX, models and animations I used we from the game, but naturally I had to create custom animators and special versions of the particle systems to create a frozen in time effect. An effect the game leans heavily on, as time stands still while you plan your next moves.
Iron Danger – Shard of Time
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.
Aallonmurtaja
The title sequence for a Finnish TV show Aallonmurtaja. Directed by Tero Ahonen.
Virtual Traveller
A promotional video created for a mobile VR app startup.
The video is actually made to be experienced in 360 VR.
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.
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.
Big Bang Legends Character Models
A set of 3D versions of 2D characters created for Lightneer’s Big Bang Legends game trailer. I also created some motion graphics for the company.
Quantum Break
Trailer for Quantum Break, showcasing some of the work we did for the cinematics in the game.
Quantum Break is a blockbuster game with time-amplified action and a suspenseful storyline brought to life in a way never done before by fusing gameplay and a gripping live action show. Time itself becomes fractured in a time travel experiment, Jack Joyce fights the secretive Monarch Solutions to put things right before it’s too late. The actions you take and choices you make shape your experience in the show, creating a new and unique entertainment experience.
The Visual Effects Society
Outstanding Visual Effects in a Real-Time Project: Nominee
Slush 2015
My company, VAU, produced the visuals and the tools for all the stages at Slush 2015.
Animatics
Remedy logo animations
For Quantum Break I also got to create a set of various motion graphics. Mainly logo animations and in-game branding for Monarch corporation.
The Quantum Break branded logo animations were created in After Effects with Video Copilot Element 3D & Trapcode Particular, carefully mimicking the look of the in-game stutter effect created by Janne Pulkkinen.
I also created a bunch of in-game used branding content for screens in various levels.
Love Rocks starring Shakira
I worked on some of the realtime VFX for the Shakira Love Rocks Game.
Also, the game is based on a prototype I worked on.
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.
Direction: | Jussi Kemppainen |
Illustrations: | Antti Kemppainen |
Director of Photography: | Toni Pasanen |
Stage previz renders
Behind the scenes
Iron Danger Proof of Concept
A proof of concept trailer directed by Sami Timonen for an Iron Danger movie. This is a standalone piece separate from the game production with the same name.
Behind The Scenes
Celebrating 20 Years of Remedy
A fun marketing video for Remedy. Learn how to do the Max Payne face(tm)!
Post effects, grading and logo animations by me.
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 Director | Juuso Kaari |
Angry Birds Toons Rigging
In this presentation I describe the creation of the 3D-like rigging in Adobe After Effects to produce 2D animation with hand-drawn qualities for Angry Birds Toons.
Check out the end result while you are at it:
Meet the Pink Bird
Angry Birds Toons
Interviews
Adobe: How did Rovio Animation get started? Kemppainen: After Rovio’s amazing success in mobile gaming, the company decided to expand its offerings to include more entertainment and publishing offerings. I founded a studio in 2007 named Kombo, which Rovio purchased in 2010. I then became one of the co-founders of Rovio Animation and was responsible for creating an Adobe After Effects rigging system for the characters in the Angry Birds Toons cartoon. provideocoalition.com
Bloopers
Pollen – Trailer
A trailer for the VR game Pollen. Directed by Jukka Salo.
Retry
Retry was the best thing I ever worked on at Rovio. A perfect game! It is a shame it can no longer be downloaded from Apple App Store. Thank god the soundtrack is available!
Retry is a free-to-play retro-styled side-scrolling video game developed by Rovio LVL11 and published by Rovio Entertainment.
Meet the Pink Bird
A short movie that introduces a new bird into the flock.
For this my role again was the technical director. I was in charge of the character rigs and the development of the full studio animation pipeline from layouts to final image.
Angry Birds Toons
A teaser trailer for Angry Birds season 1. created at Rovio Animation Studio (Which was Kombo, merged in to Rovio).
Watch all episodes
Uneton 48: Härkämiehet 2
An entry we did for the uneton 48 movie competition where the idea is to make a movie in 48 hours. This time the jury failed to see the greatness of our masterpiece.
Angry Birds Space Intro
An intro / trailer created for the Angry Birds Space -game.
For this my role again was the technical director. I was in charge of the character rigs and the development of the full studio animation pipeline from layouts to final image.
Angry Birds NASA
An Angry Birds Space announcement video. Actually filmed in space! Most viewed video I directed to date: over 30 million views.
Uncut version at NASA’s channel.
Angry Birds Wreck the Halls
A fun little Christmas themed Angry birds holiday greetings video.
Another Angry Birds short I worked on. For this my role again was the technical director. I was in charge of the character rigs and the development of the full studio animation pipeline from layouts to final image.
Angry Birds Seasons Ham’o’ween
A short movie to accompany a halloween themed update for Angry Birds Seasons.
This was my first project at the new internal Rovio animation studio. I did the technical direction, character rigs and a bunch of compositing for this piece.
Missä Kuljimme Kerran
A historical movie set in Helsinki in the period from 1905 until 1944. Among its motifs are the often vain search for happiness, love and prosperity. It tells the stories of the aristocratic Lilliehjelm family, the middle-class Widing family and the poor Kajander family from the Finland’s independence through the Civil War and the Roaring Twenties, and ending during the Second World War.
Behind the Scenes
Ella & Aleksi – Yllätysynttärit
A trailer for Ella and Aleksi. The whole movie was Created at Kombo (with one sequence produced at Anima).
At first, we were fully expecting to produce the show in Cinema 4D, but as the character animations needed to be 12fps but the camera animations 24fps. This was not easy to do in Cinema so I ended up creating our animation tools and rigs on top of After Effects, where this sort of time posterization was a lot easier.
Nokia N9 “Swipe”
Film for a website showcasing Nokia N9 UI features. Direction by Gang Of Three.
The FWA
Site of the Day 4.1.2012
Nokia Siemens: Flexi
A corporate video created for Nokia Siemens Networks.
Uneton 48: Hyvää Syntymäpäivää
An entry we did for the uneton 48 movie competition where the idea is to make a movie in 48 hours. We won the audience choice award.
Uneton 48 2011
Audience Choice Winner
Finalist
Halton
A corporate video created for Halton indoor climate solutions. I did the direction on this one.
We made a number of different company presentation videos at Kombo, many of them very nice in their respective ways like this one, but they are almost all lost to time.
W3 Awards 2011
Silver
Vuoden Huiput 2011
Shortlist
Dieport
Dieport is a fun short film by my friend Lauri Konttori. I was on the camera and did the color grade, among other things.
Aktia PS
A TV ad for a bank.
Cosmic Avenger
A short animated film about 2 mail-robots that encounter an abandoned package. I was contacted by the director duo Mariko & Ismo after they had seen my music video Pieni ja Ihmeellinen. They loved its style and wanted to create an animated movie using the same visual style.
This time we went even bolder with matching various animation styles and we introduced traditional stop motion puppet animation and servo controlled robots. We also expanded our use of costumed live action elements as parts of puppets.
Behind the scenes image gallery
Veikkaus: Yllätys
A set of advertisements for a finnish national betting company. Character design bt Lauri Konttori. Directed by me.
Angry Birds Trailer
The original Angry Birds game trailer. Directed by Lauri Konttori.
MTV3 MAX – WW2
A ad for donations to help the finnish war veterans. Created from actual war-time photographs.
Fun facts: Made from concept to final video in 3 days in a very high fever with a laptop at home. 1 day / setup. Uses basic camera projection techniques, but I wanted to move the camera "too much" to make it more interesting.
Flora Christmas
A miniature based advert for a vegetable spread.
This ad is almost completely made with miniatures. We built a small globe and filmed it spinning. The actors were shot on a crane. 3D elements; like the cars, ships, road and water; were overlaid on the globe to add life to the scene.
Kauppalehti
The animation and post production for this film celebrating an update of a Finnish financial magazine was created by me and Ilmari Hakkola in one week. We combined 3D, after effects and some filmed elements.
Biisi Liisi & Kurittomat nuotit
A teaser video for a new kind of note reading teaching method. Created at Kombo in the year 2008.
Director | Jussi Kemppainen |
Screenplay | Lauri Konttori |
Illustrations | Lauri Konttori |
Director or Photography | Toni Pasanen |
Producer | Katja Kostiainen |
Compositing | Jussi Kemppainen, Ilmari Hakkola |
3D Modeling | Jussi Kemppainen |
2D Animation | Lauri Konttori |
3D Animation | Jussi Kemppainen |
Costume Designer | Anna Vilppula |
Voiceover | Jarmo koski |
Editing | Jussi Kemppainen |
Color Grading | Jussi Kemppainen |
Reset Generation
I created the level background art for this classic N-Gage game.
Warhammer 40 000 Squad Command
Squad Command is the only PSP & Nintendo game I have worked on. I did the 3D production planning for the project and modeled many of the characters and other 3D assets for it.
The nicer part of it was that the game production was sold to Games Workshop using a prototype I produced together with Sebastian Aaltonen and Vesa Halonen.
Warhammer 40,000: Squad Command is a turn-based tactics game set in the Warhammer 40,000 universe, released on November 16, 2007, for the PlayStation Portable and Nintendo DS. It was developed by RedLynx. The game features three Space Marine Chapters pitted against three Legions of Chaos (two and two for the DS) battling it out on the planet of Ruhr III. The game features units from the tabletop wargame.
Non Stop Living
Video content for Nokia Non Stop Living website. Shot and directed by me. This was my first commercial advertisement job. And this case actually prompted us to found the animation studio Kombo.
Direction: | Jussi Kemppainen |
Audio: | Ilmari Hakkola |
Art Direction: | Marko Vuorensola |
Production: | Cao Quintas |
Cannes Lions 2008
Shortlist
Vuoden Huiput 2007
Honorary Mention
The FWA
Site of the day 8.10.2007
Ugly to the Bone
An animation that I created as an extra piece for my graduation thesis from Lahti University of Applied Sciences – The Institute of Design in 2006. The background painting was done by artist Pekka Veikkolainen and the sound design was done by Joonatan Portaankorva.
Pathway to Glory: Ikusa Islands
Our second Pathway to glory game. My responsibilities were the same as with the first game: 3D assets, UI, characters and terrains.
Pathway to Glory: Ikusa Islands is a tactical turn-based game for the Nokia N-Gage, published by Nokia and developed by RedLynx, released in late 2005. The game is a sequel to the original Pathway to Glory.
Pathway To Glory
This was the first game project I ever worked on full-time.
I mostly worked on the 3D assets for the game: tanks, soldiers, weapons and structures. But I also created the UI and terrain textures.
World War II in Southern Europe, 1943: the struggle for Europe is at a critical point. Special forces are urgently needed, and you're going to lead a platoon of them. But be prepared for full immersion: one look at the painstakingly researched uniforms, weapon types, and locations, and you'll be itching to get on the battlefield. With intuitive controls and nearly innumerable variables in gameplay, Pathway to Glory is like any great game - it takes a moment to learn, and a lifetime to master. PATHWAY TO GLORY is the most anticipated N-Gage title for 2004, and rightly so - it's built to deliver more depth in detail, emotion, and playing experience than any other mobile game made before.
Gamespot best and worst of 2004
Best N-Gage game: Runner-up
Pelit magazine games of the year 2004
Best hand-held game of the year 2004: Winner