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

Inter-university research and training centre on information security

The University of Helsinki and Aalto University have set up a joint research centre focusing on information security. The new centre, HAIC (Helsinki-Aalto Centre for Information Security), will coordinate the Master’s-level security education between the university and Aalto, with links to research and doctoral education.

The idea is to build bridges to the industries and gain their support for the education, and e.g. grants for MSc students coming from outside the EU, the head of the Department of Computer Science, Sasu Tarkoma, says.

Computer science undergraduate Petteri Timonen awarded in US science competition

Petteri Timonen, 19, came second in his category of the Intel International Science and Engineering Fair (ISEF) in Phoenix, Arizona.

 

On Friday, 15 May, Timonen, who is studying computer science at the University of Helsinki, was awarded a grant worth 1500 USD, some 1330 euros, in the Systems Software category of the Intel ISEF science competition.
 
As his entry, Timonen submitted a software tool he developed for Finland’s Red Cross to make mobile blood runs around the country as cost-effective as possible. Timonen implemented his tool in cooperation with the Blood Service.

The tool has gained international attention, as no tool like it seems to have been developed anywhere else. Timonen has also negotiated with the American Red Cross by email.

Renewed Carat App Gives a Smart Boost to Battery

 
The Carat Project Team at the University of Helsinki, Department of Computer Science, has published a new version of the popular mobile energy-awareness application.

After launch in June 2012, Carat has helped over 850,000 users, of which 41 per cent have been Android and 59 per cent iOS users, respectively. The new user interface follows modern application design guidelines and presents battery information in a more intuitive and easy to use manner.

- In addition to the new user interface, we have increased the accuracy of the energy saving recommendations of Carat, says Professor Sasu Tarkoma, the leader of this research done at the university.

The user interface features the number of energy intensive applications (Hogs), energy anomalies (Bugs) and user recommendations (Actions) at a glance on the main screen as well as global energy statistics for the device community.

Cover Song Identification Using Compression-based Distance Measures

M.Sc. Teppo E. Ahonen will defend his doctoral thesis Cover Song Identification Using Compression-based Distance Measures on Friday the 1st of April 2016 at 12 o'clock in the University of Helsinki Exactum Building, Auditorium CK112 (Gustaf Hällströminkatu 2b) His opponent is Academy Professor Petri Toiviainen (University of Jyväskylä) and custos Professor Esko Ukkonen (University of Helsinki). The defence will be held in Finnish.

Measuring similarity in music data is a problem with various potential applications. In recent years, the task known as cover song identification has gained widespread attention. In cover song identification, the purpose is to determine whether a piece of music is a different rendition of a previous version of the composition. The task is quite trivial for a human listener, but highly challenging for a computer.