Post-mortem: IGDA Finland Volunteer Bonanza Cruise Spring 2022

Couple days after the Bonanza - I can safely say that we have survived the IGDA Finland Volunteers Bonanza Cruise 2022 with only some minor injuries! Other than our chairperson Professor Charles Xavier cosplay attempts, most people landed on their feet.

IGDA Finland volunteers took part in the biyearly Bonanza event in which we talked about things close to volunteers' hearts and volunteering in general. Cruise took part on the Baltic Sea with the Silja Europa cruise ship. We boarded the vessel on the evening of the 28th of May and headed straight for dinner. With a good buffet dinner done - volunteers joined with the IGDA Finland board members to a conference room for a quick hour of introductions and schedule presentation for the cruise.

On the cruise we had volunteers from most of the hubs and plenty of! With a total of 28 people joining, we managed to fill 8 cabins total. Some were more full than others but everyone enjoyed their time and hopefully nobody felt alone on the cruise.

After a night of relaxing at the nightclub, some of the volunteers visited the breakfast in the morning and headed out in Tallinn. Some volunteers got to taste Tallinn for the first time in their life so IGDA is also expanding their volunteers' life-experiences! Unfortunately the cobblestone roads of Old Town Tallinn became hostile to IGDA Finland's chairperson Häll and he ended up with a twisted ankle after the incident with the cobblestones.

With a quick taxi ride - we had the chairperson back on the ship once more. Just in time for the Sundays workshops! For the workshops we had the volunteers talk with themselves about best practices that their hubs are using for volunteering, event planning and event hosting. Good ideas were shared and they were even remixed into better ideas during the conversations.

The other workshop included some thinking about things volunteers could and want to do in the future and what kind of support they would need from IGDA Finland. That included a speaker listing for the hubs to have an idea of who to ask to speak at their own meetups or other events.

At the end of the workshops we had our very own Natasha Skult, the chairperson of the IGDA Global Board of Directors, go through our Emmi system for event management and website and how to post your hubs’ events there. Some volunteers got to see these for the first time and some this was a good repeat of the old learnings.

Overall the IGDA Finland Volunteers Bonanza Cruise 2022 was a huge success and many funs were had! Hopefully more volunteers can attend the Autumn Bonanza later this year.

Best Regards from the Board and me,

Joni Finne

Vice-chair of the IGDA Finland

Helsinki Hub: September Gathering with Aalto ENT and Game Makers of Finland

By Giorgos Riskas

The September IGDA gathering at the Helsinki Hub was sponsored by the Aalto University Developing Entrepreneurship (Aalto ENT), a service that helps companies grow into successful business and Game Makers of Finland, the first union in the world for game industry workers.

Aalto ENT offers a collection of services that aim to offer agile and practical solutions to startup companies at the beginning of their journey as much as in later stages. Interested entrepreneurs are able to join many different educational programs and Online Courses while becoming at the same time part of the entrepreneurship ecosystem of Aalto University.

The main goal of Game Makers of Finland is to ensure that workers and students alike get the required tools and training to prepare them to face the challenges of working in the games industry today.

Apprien and Pocket Gamer joined the event as partners offering 200 goodie bags and a 20% discount for the participants of Pocket Gamer Helsinki respectively.

Left to right: Panelists Arja Martikainen, Taina Myöhänen, Natasha Skult, Veli-Pekka Piirainen, with moderators Milla Pennanen and Sami Vuolanne. Photo by Jesse Eloranta.

Left to right: Panelists Arja Martikainen, Taina Myöhänen, Natasha Skult, Veli-Pekka Piirainen, with moderators Milla Pennanen and Sami Vuolanne. Photo by Jesse Eloranta.

Milla Pennanen and Sami Vuolanne, Coordinator and Vice President of Game Makers of Finland respectively, organized an in-depth panel discussion about Education and Training in the Finnish game industry and tried to answer all the questions that were planned for the seminar, as well as the questions asked by the audience. During this process, the audience was able to participate by answering survey questions via an online platform.

The topics of education, benefits of training and diversity were discussed by a diverse panel of professionals- that included Arja Martikainen, Business Owner at Northstar, Natasha Skult, CEO at MiTale, Veli-Pekka Piirainen, founder and Chairman of the Board at Critical Force and Taina Myöhänen, President of Women in Games Finland.

The conversation started with a question about the importance of industry-related education. The speakers acknowledged how good education can always be helpful but they did not stay on that. They shared some cases where professionals coming from different backgrounds found their way in the industry and had successful careers as proof that one’s passion for what they like can cover for the lack of education and lead them forward.

Spiritual father of the Kajaani game development scene, Veli-Pekka Piirainen of Critical Force, chatting with the audience following the panel discussion. Photo by Casimir Kuusela.

Spiritual father of the Kajaani game development scene, Veli-Pekka Piirainen of Critical Force, chatting with the audience following the panel discussion. Photo by Casimir Kuusela.

When asked if the education in the industry has changed, the speakers unanimously agreed that the field looks very different if compared to 15 or even 10 years ago. There used to be considerably fewer options while most of the games specific studies were not even existent. Of course, having more education options available eventually creates more competition and thus game industry workers should be more flexible and adaptable.

Different learning methods require different disciplines but what they all have in common is that they work more efficiently if the learner is genuinely interested in the subject. Studying theory helps to avoid the mistakes that others did before and learning by doing is a very common hands-on approach that is followed often in the industry, but at the end of the day it comes down to personal preference on which method is the best.

When asked if there is a shortage of experts in the industry, the speakers agreed that it is indeed an issue, especially further away from Helsinki that seems to have most of the jobs and attracts most of the talent. It is the industry’s responsibility to bring in new blood and keep a diverse and healthy mix of different talents, ideas, and backgrounds among the employees.

The foreigners that come to Finland to fill some of the mentioned positions, usually find their working life calm and not very stressful, but many of them have reportedly suffered from loneliness in their personal lives. To deal with the issue a program has been created to welcome foreigners to Finland and make them part of the community that has its door open to everyone.

The conversation concluded on a positive note, talking about the benefits of education in Finland. The speakers and audience agreed that educational institutions offer good support to their students regarding the study material they offer, the opportunity to study for free, the team projects they get to work on, the competitions and game jams they get to participate and the opportunities to start networking in the industry.

Expert advice from mentors and coaches in the Networking Demo Corner. Photo by Casimir Kuusela.

Expert advice from mentors and coaches in the Networking Demo Corner. Photo by Casimir Kuusela.

After the seminar ended, the attendees had the chance to get some free advice from experienced mentors and coaches at the Networking Demo Corner about how to improve their networking skills and portfolio.

Helsinki Hub: May Gathering with PlayStack

Text by Giorgos Riskas and Roope Sorvo, photos by Casimir Kuusela

The May IGDA Finland gathering at the Helsinki Hub was sponsored by PlayStack, a London-based publisher with a Finnish office since 2018.

Knowing how or why one should approach publishers is an issue that many new game developers have to tackle. The speakers answered those questions and many more as a parting gift to the attending developers before the Summer break.

The seminar was opened by PlayStack CEO Harvey Elliott, who in his presentation shared some insights on how to make games stand out from the masses and how to make it in the current market. A large portion of this is emphasizing the player experience through enabling self-expression and interaction. Allowing players to create their own stories and amplifying those player moments goes a long way. Go for the carrot, not the stick.

Speakers from left to right: Harvey Elliott, Ritesh Thadani and Juha Huhtakallio

Speakers from left to right: Harvey Elliott, Ritesh Thadani and Juha Huhtakallio

After Elliott, PlayStack Helsinki GM Juha Huhtakallio took the stage and explained how to get games signed by a publisher, and how to get the most out of that relationship. He also set straight some of the more common misconceptions regarding the developer-publisher relationship.

Finally, Ritesh Thadani, PlayStack COO and manager of PlayIgnite, a subsidiary company that provides financial solutions for game developers took the stage. His presentation delved into how to scale your game in terms of funding and marketing, how to avoid the most common pitfalls, and how to finance the scale you set.

After the presentations the speakers answered some questions from the audience. Some questions inquired about the submission pipeline that potential games need to go through in order to be published; a specific point brought up was that games too similar to existing popular titles are likely to be filtered out by the process. When asked how original a game would be original enough, Elliott gave a concise formula: “ about 30% familiar,  30% improvement from the familiar, and 30% new and weird.”

This time the demo corner was very diverse, featuring games of different genres and platforms.

RoboVirus - Stolen Shoes Entertainment

A top-down shooter played with up to four players. Players can choose between different characters, weapons and levels, while more features are to be implemented in the future. The game has been in development since January 2019 by a team of 4 and they are planning to release the game on Steam by next fall.

Mythic Madness - Stage Zero Technologies

A real time virtual collectible card game featuring figures and themes from various mythologies.  Both A.I. and online play are available while the players’s purpose is to gain maximum points instead of eliminating their opponents. The game has been in development for 3,5 years by a team of 5 and are planning to soft launch this quarter of the year.

Playtesting Mythic Madness

Playtesting Mythic Madness

Rehaboo! Squat - Rehaboo

A kinect based game in which the players have to squat in order to keep their minecart moving and they can use their arms to collect gems. Rehaboo’s purpose is to make rehabilitation fun, rewarding and measurable. The company is currently focusing on activation games in three segments; Hospitals, Care homes for the elderly and working adults at the offices.

A Giant Problem - Critical Charm

A VR tower defense game in which the player assumes the role of a giant, set to defend a castle under siege against trolls and other monsters. The game is slated to come out for the HTC Vive, Oculus Rift, and the Windows Mixed Reality Headset. The final features are still being determined as the game is in early alpha.

Don't Die

A (up to) 4 players colorful cooperative game in which each player is trying to die but their opponents are trying to prevent their death by protecting them. The game was developed as a collaborative effort between 7 students from Amiedu, Metropolia, Stadin and Sibelius-Akatemia in the time frame of 6 weeks.

Forbidden Factory - Twisted Ark

A beautiful 2.5D puzzle platformer in which the player assumes the role of a cogwheel and interacts with the environment, trying to solve the mystery of the factory. The game’s development started last summer by a team of 3 and is set to be ready on early 2020 for PC and consoles.

Children of the Eclipse - Nutfarm

A visually engaging top down story-driven shooter in which the player shoots their way through a dystopian yet teeming-with-life environment. The early demo was developed in 4 months by a team of 5 and will be released early next year for PC and consoles.

Bobsu! - DieNo Games

A casual arcade game in which the player can choose between 4 differently skilled teams of fluffy ball shaped characters that move vertically (from top to bottom) while busting blocks of 4 different colors. The development started last summer and the game is currently set to be released soon for mobile devices.

The Maiden - Blind Fox Studio

A story driven 2D platformer that revolves around Finnish and Estonian mythology. The player assumes the role of a Maiden who can use spells in order to overcome different obstacles and face different opponents. The development started at the beginning of 2019 and the current plans are to release it early in 2020.

The next IGDA gathering at Helsinki Hub will be in August.

Until then, have a great Summer!

Helsinki Hub: April Gathering with Game Makers of Finland

By Giorgos Riskas and Roope Sorvo

The April IGDA gathering at the Helsinki Hub was sponsored by Game Makers of Finland, the first union in the world for workers of the game industry. Game Makers of Finland celebrated their first anniversary by adding a few surprising spins to the traditional IGDA event; both a professional photographer and a career coach offered their services for free and helped all the interested attendees to improve their CVs.

The main goal of Game Makers of Finland is to ensure that workers and students alike get the required tools and training to prepare them to face the challenges of working in the games industry today. Their vision is to make Finnish gaming industry the best in the world, built upon the values of diversity and equality.

Milla Pennanen and Sami Vuolanne, Coordinator and Vice President of Game Makers of Finland respectively, organized an in-depth panel discussion about working in the Finnish game industry and tried to answer all the burning questions related to it. During this process, the audience was able to participate by answering survey questions via an online platform.

The topics of education, salaries, working benefits, work time and stability were discussed by a diverse panel of professionals- that included Mariina Hallikainen, CEO of Colossal Order, Koopee Hiltunen, Director at Neogames, Joonas Häll, Teacher of Game Design at Metropolia and Jenny Tirkkonen, 3D artist at Sulake.

Left to right: Panelists Jenny Tirkkonen, Koopee Hiltunen, Mariina Hallikainen, Joonas Häll and moderators Milla Pennanen and Sami Vuolanne. Photo by Jesse Eloranta.

Left to right: Panelists Jenny Tirkkonen, Koopee Hiltunen, Mariina Hallikainen, Joonas Häll and moderators Milla Pennanen and Sami Vuolanne. Photo by Jesse Eloranta.

After the panelists introduced themselves, they first kicked off the conversation with the topic of education. They unanimously agreed that the theoretical background that education offers is key to getting hired, and cannot be matched by other means of learning. That knowledge can also help students feel more confident and self assured when entering the workforce.  

Unfortunately, not all students have the same luck when it comes to the quality of education they receive. Educational institutions are usually not constructed in a way that allows teachers and students to quickly adapt to ever evolving market conditions. Technology moves very fast and the teachers have to work hard to stay ahead of the curve, which is not always encouraged by academia.

The panel then moved on to salaries and working benefits. The consensus was that workers should always be aware of what their salary demands should be to stay competitive in the market. For that matter, they should consider  moving on to different workplaces if they feel that their career has stalled. An important parameter of course is the different priorities that various employees might have; working for a startup might offer a lower income but keep a worker more engaged in what they do.

Working benefits can be, and many times have been, a decisive factor in the hiring process. Salaries are always relative to living costs, so it should never define one’s choices before put into proper context. Working benefits such as paid overtime, health insurance, and leisure time activities have typically outweigh higher salaries because they better appeal better to the job seekers’ needs.

On the topic of work time and crunching the speakers shared their insight about how companies should treat their employees when they want to reach strict deadlines. While having to work extra is a common phenomenon, there is an important distinction  between agreed overtime and crunching. The first option is generally seen as a fair way to keep employees at work for more hours, while the latter was mostly described as inability to schedule properly that should not be encouraged in any workplace.

The final subject was stability. While it was stated that instability is partially in the nature of the industry, it should never be an excuse for lack of professional planning and management. The workers should always be informed of any given situation of their workplace so they can make their own decisions.

After the seminar session ended, the attendees had the chance to talk with the panelists and the hosts as they wrapped up an informative evening.

If you missed the event and the panel discussion, you can watch it below:

Helsinki Hub: March gathering with Ubisoft RedLynx

Text By Giorgos Riskas and Roope Sorvo

With the winter snow finally starting to melt away, the IGDA Helsinki community came together for the March gathering at Maxine. The March gathering was sponsored by Ubisoft RedLynx, who was celebrating the release of their latest addition to the Trials franchise, Trials Rising. Trials Rising is a physics-based racing platformer with a tongue-in-cheek attitude and over-the-top action. Guests were invited to try out the game in the demo corner and there was a quiz whose winner received a grand prize. When leaving, all of the attendees were treated with a goodie bag.

The gathering was kicked off with a short seminar. Julius Fondem, an Associate Producer at Ubisoft RedLynx, started things off with his presentation Building ‘Trials Rising’ Together with the Community, Julius went through the history of the series, from its browser game roots all the way to the release of Trials Rising, which he describes as a “decided return to the series’ roots.” While the few previous titles had had more fantastical themes that were less grounded in reality, the development team of Trials Rising wanted to focus more on the three pillars at the series’ core: community, competition, and creativity.

Julius Fondem talking about the creation of Trials Rising. Photo by Jesse Eloranta.

Julius Fondem talking about the creation of Trials Rising. Photo by Jesse Eloranta.

Community has always been at the heart of the series. Ubisoft RedLynx has a history of collaborating with the series’ fans, be it through hiring top builders of custom levels, inviting groups of experienced players to the studio for workshops and actively listening to the community’s feedback through a myriad of social media channels. When asked if this kind of collaboration with the community is something any developer could include in their games, Julius’ answered a resounding ‘Yes’. “However, it depends heavily on the type of game being developed,” Julius elaborated. “Each genre and format creates its own type of challenges and limitations.”

The second presentation was hosted by Roland Kindermann, Technical Director, Mobile at Ubisoft RedLynx. His seminar Bringing South Park to the Small Screen delved into the challenges met during development of the mobile collectible card game South Park: Phone Destroyer. This included the process of replicating the world of South Park in a way that that supports the gameplay and works within the limits of a mobile platform, and the processes necessary to produce live content with an incredibly low lead time.

Gathering visitors playing Trials Rising. Photo by Casimir Kuusela.

Gathering visitors playing Trials Rising. Photo by Casimir Kuusela.

See you in April!