Trafficking game development blog

Footage from the game in progress. AI car mechanics and some art asset evaluations. The environment is a Google Earth capture placeholder.

This project has been my hobby for a while now. A game I am slowly working on all by myself! I set up this blog to chronicle the progress of the development.

10 latest posts from the blog:

  • Introducing our AI overlords
    by Jussi on May 29, 2022 at 16:00

    With the emergence of AI image generation tools such as Google Imagen, DALL-E 2 and Midjourney and my day job keeping me too busy to create any hobby project content myself, I thought it might be possible to create a short adventure game with the help of these AI tools.

  • First Pivot
    by Jussi on August 9, 2021 at 13:38

    My goal for this project has always been to create “mini games” under a larger umbrella. To create varied experiences bundled in one game under a larger story that unfolds slowly. I have now begun to challenge this idea.

  • Pushing a car into the ocean
    by Jussi on April 15, 2021 at 10:00

    In this post I will tell about the game scripting in more detail. We will start by pushing a car off of a container ship.

  • Planar Reflections and Patrol Boats
    by Jussi on February 24, 2021 at 18:26

    After modeling a small patrol boat I realised that I need real reflections in the water!

  • Isometric, large location learnings
    by Jussi on February 15, 2021 at 20:27

    After working on the ship location for a while, I ran into some issues that came from the fact that I was working on a game that had fewer spatial limitations than adventure games usually have.

  • Very early gameplay
    by Jussi on February 12, 2021 at 20:40

    I started to work on the actual story content after making the first script for the opening act. I captured some footage of that progress.

  • Procedural tools introduction
    by Jussi on February 8, 2021 at 18:45

    I added procedural level creation tools into the mix and set up the ship level to test them!

  • Uncharted charts
    by Jussi on December 26, 2020 at 15:59

    Creating a vertical slice of the game with around 1 hour of gameplay is my goal for 2021!

  • The origins of the game
    by Jussi on December 19, 2020 at 20:18

    This is the story of how the idea for the game came to me during an 8 year period.

  • Ship location update 2
    by Jussi on December 14, 2020 at 12:59

    I did a quick pass on the ship location populating some areas.

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.

Pathway to Glory: Ikusa Islands

A behind the scenes of sorts for PtG: II. I can be seen with my silly hat at the very beginning.

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

The vehicles I modelled for the game. I had one or two days of time for each.