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.

Iron Danger – Shard of Time

A release trailer I created for my game Iron Danger

Iron Danger is my debut PC 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.

Screenshots

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

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Videos of Iron Danger from around the web

Video about Iron Danger by Force Gaming
My interview by Geek-Pool
The full Finnish Game Awards ceremony 2021

Behind The Scenes

The first prototype of the game rewind mechanic from 2015

Related works

Iron Danger – Teaser Trailer

A teaser trailer I created for my debut PC game as a game director.

Iron Danger Proof of Concept

A proof of concept trailer for Sami Timonen’s Iron Danger movie.

Iron Danger – Teaser Trailer

A cinematic teaser trailer I created for my game. Music by Ilmari Hakkola.

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

My debut PC game as a game director. A game all about maximising your actions in combat with the help of infinite redos and intuitive trial and error. Winner of Best Creative Achievement of the year 2020 at Finnish Game Awards.

Angry Birds Toons Rigging

My Angry Birds rig presentation at Adobe booth at IBC

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

A short movie that introduces a new bird into the flock.

Angry Birds Toons

Technical direction for a TV show based on the Angry Birds mobile game.

Interviews

Adobe’s interview of Pauli and me
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

Blooper reel

Ella & Aleksi – Yllätysynttärit

A trailer for Ella and Aleksi. The whole movie was Created at Kombo (with one sequence produced at Anima).

A short behind the scenes clip of few rigs I produced fot the show.

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.

Warhammer 40 000 Squad Command

Gameplay footage of Warhammer 40 000 Squad Command for the PSP.

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.
A cutscene from Warhammer 40 000 Squad Command.
Squad Command on the Nintendo DS.

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.