The story of the little games studio

Ninro gameMika Urtela and Hannu Pajula, graduates of the Department of Computer Science, are realising their piña colada-flavoured dreams in their game-producing company, Soul Aim Studios. This is the beginning of their story. The piña colada part of it has not come true yet, but they're working at it.

Ninro-logo

 

First steps on a game-developer’s path

 

One of the most common dreams among users, students and workers in the IT field is to develop their own game. Though we are now working in our own game studio (Soul Aim Studios), our starting point was probably similar to countless other game developers’: we wanted to make that dream of our own, 'real' game come true.

 

We were both interested in many kinds of games, from board games to digital ones. From this starting point, it was easy to convince a legendary code-writer (Mika Urtela) to implement an original game idea. The concept was to use current technology and a modern appearance to combine a card game like Magic the Gathering with advancing from level to level as in Super Mario. The prototype of the game was soon completed and was nice to play, though it was hard to approach for a new player. After the prototype, we cooperated intensely for months to improve the usability. We tried hard, but the outcome was to be expected: the project was too big and it is still on ice.

 

The most important lessons are learned the hard way. If you want to develop the game of your dreams, do not make it your first game. There are many practical issues in games development that are not apparent in an amateur development. Giving the interface an intuitive finish, creating menus that coincide with current expectations, and honing graphical effects and the appearance into a marketable whole. The restructuring of the code needed for these features can also pose a problem. If all the above suddenly comes crashing down on you, it is usually too late to try and simplify the game so that it would be realistic to manufacture it.

 

 

Mika Urtela
Work for expert data processors

 

Ideas are free. The average game designer produces 14 great game ideas per week. It is unlikely that a single one of those ideas will be implemented, much less successful, without a good deal of code-writing skills and knowledge of the theoretical side of computation. Most of the basic and intermediate courses in computer science are closely associated with skills that enable us to develop the more complex games.

 

The Department of Computer Science earns our gratitude for, from time to time, organising courses specifically about developing games. For students, this is typically the only possibility they have of learning about the world of games development. Such courses include Pelit ja virtuaaliympäristöt (games and virtual environments), the From Game Design to Prototype Workshop and AI for Games.

 

 

Hannu Pajula
Child in basket, basket in stream

 

We reached something of a milestone on our game development path when Ninro, crunched together in two months, was published at the end of March (https://market.android.com/details?id=ninro.main). In spite of the highly pumped expectations of its developers, the game has not (yet) sold enough to take them to a paradise island to enjoy endless piña coladas and maidens cooling them with the leaves of tropical trees. It has, however, showed us showed us mistakes and problems with marketing a game, which we had not even thought of before.

Mika Urtela & Hannu Pajula

(Soul Aim Studios)

 

 

More details:

 

Editor: Hannu Toivonen

Translation: Marina Kurtén

Created date

13.06.2011 - 10:18

The university’s team Game of Nolife won Western European programming contest for students

In the finals in Thailand in spring 2016, the students from the University of Helsinki will face the best teams in the world.

The University of Helsinki has won the inter-university NWERC 2015 programming contest that was held in Linköping recently. It was attended by 95 teams from Western Europe. The Game of Nolife team from the University of Helsinki consisted of computer-science and maths students Tuukka Korhonen, Olli Hirviniemi and Otte Heinävaara.

The Carat research team has published a dataset focusing on collaborative energy diagnostics of mobile devices and applications

 

 

The Carat research team from University of Helsinki publishes a dataset from the Carat project (http://carat.cs.helsinki.fi/) focusing on collaborative energy diagnostics of mobile devices and applications. The dataset was presented at the IEEE PerCom’15 conference last spring in the publication "Energy Modeling of System Settings: A Crowdsourced Approach" that won the Marc Weiser Best Paper Award given at the conference.

Eemil Lagerspetz was awarded a grant by the Jorma Ollila fund of Nokia Foundation on November 24, 2015

 

 
 
Eemil Lagerspetz was awarded a grant by the Jorma Ollila fund of Nokia Foundation on November 24, 2015. Congratulations!
 
The fund was launched in year 2014 to support post doctoral research career development. 
The title of Eemil’s post doctoral research is “Mind The Gap: Combining Trajectory Datasets for a Holistic Picture of Human Mobility” and the research will be carried out at the Hong Kong University of Science and Technology (HKUST) in 2016.
 

Collaborative Networking (CoNe) group researchers got the best paper award at 2nd ACM Conference on Information-Centric Networking (ICN 2015)

 

Collaborative Networking (CoNe) group researchers got the best paper award at 2nd ACM Conference on Information-Centric Networking (ICN 2015), one of the most prestigious venues for ICN research. The article entitled Pro-Diluvian: Understanding Scoped-Flooding for Content Discovery in ICN is lead by Liang Wang - a recent PhD graduate from CoNe research group, and is the outcome of collaboration with Suzan Bayhan and Jussi Kangasharju from UH, Jörg Ott from Aalto University, Arjuna Sathiaseelan and Jon Crowcroft from Cambridge University.