Selected spare time projects
Tendrils - 2013 - 1k intro
1 kilobyte Windows intro released. Won the Assembly 2013 1k intro competition.
Midi audio and raytraced geometry.
Downloads:
[Windows]
[YouTube video]
Gazer Unz - 2012 - Amiga demo
Amiga demo released at Finnish Amiga Party
Downloads:
[Amiga LHA]
[YouTube video]
Lavalanche - 2012 - game
Fluid simulation based 2D game for Windows. Won the game development competition at Assembly'12.
Downloads:
[Windows]
[YouTube video]
Braids - 2012 - 1k intro
1k intro featuring ambient audio and Ducks fractals. Won 3rd place in Assembly12 1k intro competition.
Downloads:
[Windows]
[YouTube video]
Past is Prologue - 2012 - Amiga demo
Amiga Aga demo for Stream 2012.
Software rendering, fixed point math and palette based colors are hard to come by in 2012. It was fun to write something for such a limited hardware again after a while..
Videos clips in the demo are from old Kodak tv ads.
Downloads:
[Amiga LHA]
[YouTube video]
Shoal - 2012 - 4k
An experiment using Open Computing Language (OpenCL) in 4k intros. Ranked second at Revision 2012.
Downloads:
[Windows]
[YouTube video]
Cloudlight - 2011 - 4k
Small 4k intro for Assembly - ranked 3rd. Raymarching of translucent objects and sky/atmosphere rendering.
Downloads:
[Windows]
[YouTube video]
Slamdown - 2011 - Browser demo
A WebGL/HTML5 demo for a Flameparty. The event took place in Espoo/Finland and was hosted by Mozilla.
Writing Javascript was lot more fun than last time.. which was back in -99 when I used it for simple web interaction. Now you can command your graphics card through the script and performance is not that bad even when running inside a browser..
Downloads:
[Online]
[YouTube video]
618 - 2011 - demo
A demo for Stream'11 demo party. Audio reacting primitives post processed with feedback effects and edge detection.
Downloads:
[Win32]
[YouTube video]
Glimmerbreaker - 2010 - demo
A demo for Stream'10 demo party held in Tampere. Candy colored visuals for a soundtrack from Keith303.
The scenes are post processed with depth of field, pcf soft shadows and screen space ambient occlusion. Lighting is made using couple of lights and a cube map.
Downloads:
[Win32]
[Capped.tv video]
Riptide - 2010 - 4k
4k intro made to save the competition at Stream'10. The competition would have got canceled without 3rd entry so I decided to throw this remake of the "Rainbow Flows" -effect into the compo.
Downloads:
[Win32]
Rainbow Flows - 2010 - 4k intro
4 kilobyte intro for the last Breakpoint. 3D fluid simulator running with half a million particles. The particles are post processed with glow filter.
Downloads:
[Win32]
[Capped.tv video]
Mines and bobbleheads - 2009 - game (in 48 hours)
Small game for Ludumdare 48h game competition. The theme for the competition was 'enemies as weapons'. Goal of the game is to drag red mines from playfield on top of the white bobbleheaded figures with high speed. The mines also will kill you on first touch.
Downloads:
[Win32]
Ediacara - 2009 - 64k intro
This intro is mostly a test of various shapes generated and moved along different paths. The scenes are postprocessed with screen space ambient occlusion and depth of field filter. Some of the scenes also have a tiny bit of glow to help fine tuning the color shades. Only more advanced effect in the intro is the boid/flocking system in the end of the intro which runs few thousand boids.
Downloads:
[Win32]
[Capped.tv video]
Counterbalance - 2009 - Game
Assembly game development competition entry. The game ended up winning the game development competition.
The game started out as a test project of controls where player could destroy and add geometry to a game world. I showed the test project to a friend of mine few weeks before Assembly deadlinea and he came up with the idea to rotate the playfield. Then after some time of fooling around with the concept we ended up adding the balls to the rotating playfield to the game and turning the small test app to a game.
Downloads:
[Win32]
[Youtube gameplay video]
Patenga - 2009 - 4k Intro
A 4 kilobyte intro for Assembly'09. The intro renders no polygons and uses raymarching to render the visuals. All the geometry is described with implicit functions and rendered completely inside one single pixel shader. On some parts reflections are also calculated for the objects.
Downloads:
[Win32]
[Capped.tv]
Comments on
pouet.net.
K0440 - 2008 - Demo
Small demonstration for Kindergarden demoparty. All the visuals of this demo are produced on GPU in pixel shaders. Only two polygons are rendered during each frame.
Downloads:
[Win32]
[Video]
[Capped.tv]
Comments on
pouet.net.
Statics - 2008 - 4k Intro
4 kilobyte intro for NVScene'08. NVScene was organized by NVidia at the NVision "Visual Computing Show". Intro got 5th place.
The intro itself features scenes drawn with lots of cubes postprocessed with edge detection and glow filter.
Downloads:
[Win32]
[YouTube video]
Comments on
pouet.net.
Incognito - 2008 - 64k Intro
64 kilobyte intro for Assembly'08.
Ranked 3rd in the 64k intro competition.
Downloads:
[Win32]
[Capped.tv]
Comments on
pouet.net.
Frame - 2008 - 1kb intro
1k intro for Icons demoparty held in Finalnd. Rules allow you to do submit an executable that at maximum has filesize of 1024 bytes. It was interesting to try to do something in this sizelimit.
WBurst - 2008 - Mobile Game
My second Widset game for Nokia's platform. Won second prize in Widsets Challenge 2008. This game allows users to create levels in the application, send them to online library and play other peoples puzzles from there. The game also has normal game mode with online high scores.
Now Nokia has decided to close the whole Widsets service. So the game no longer be played anywhere.
Challenger Deep - 2008 - Demo
Demo for Breakpoint'08 in Germany.
Downloads:
[Win32]
[Video capture]
[Youtube]
WJewls - 2008 - Mobile Game
A game for Widsets platform for mobile phones. Widsets is a J2ME based application for mobile phones that allows users to download other applications into this their phone. The platform uses scripting language called Helium, which allows users to create these downloadable applications. We created this simpleish match-three-game with my friend for it.
Game features online hiscores (directly uploadable from the application).. Unfortunately Nokia decided to close the service. During the short uptime our oline score system collected 5000 unique users and about 40000 reported online playsessions. Game also won second place in Nokia's Widsets Challenge 2008.
Boostcraft - 2007 - Game (in 48 hours)
Ludum Dare entry. This time the theme was "chain reactions". Game is very casual click and watch type of game, bit in the same spirit as Peggle from PopCap.
I got 5th place in categories Theme and Polish.
Grab executable from here:
[Win32]
Bumpcraft - 2007 - Game
A Ludum Dare 48h entry. Theme was "Build the levels you play". I really wanted to make the building of the levels fun and get rid off the "pick a piece - lay a piece" kind of level building, which seemed boring in my testing.
This time i chose to draw everything with just lines and rectangles with some cheap alpha tricks.
I'm quite happy with the game - gameplay gets a bit dull in long run and it could have used some more variation..
[Win32]
In 2011 I ported this game to Samsung Bada and Symbian^3 mobile platforms just for learning purposes. Porting games for these platforms was surprisingly smooth. The tools were lot better than I expected, especially for Symbian^3. The game is freely available for both of these platforms.
[Samsung Bada] [Symbian^3]
Tengomenas - 2007 - Demo
Anaglyphic 3d demo for Simulaatio demoparty. The party has unique feature that every visitor is given anaglyphic 3d glasses which are used to watch the anaglyphic demos.
I prepared my demo purely for the glasses. Most of the effects are just very simple geometry which is coming fast towards the viewer. Simple line geometry seemed to look best with the anaglyphic glasses.
Get yourself pair of anaglyphic glasses before watching.
[Win32]
Comments on
pouet.net.
+|- - 2006 - Game (in 72 hours)
This game was made for 72 hour game development competition. You are in control of a magnet and
your goal is to keep magnet's surroundings clear of metal pieces. Combining negatively
and positively charged metal pieces makes them disappear.
Game was featured in '101 Free Games of 2006 - The best games that money can't buy' list of 1up.com - gaming web site.
[Win32]
Onwards - 2006 - Demo
This demonstration was presented at Stream-demoparty held at Tampere Finland. It won first place in the demo competition.
We rendered all the scenes in the demo with
cubes, which gave the demo nice quite oldfashioned look.
[Win32]
[Video capture]
Two to the fifth - 2006 - Demo
This demonstration was presented at Assembly-computer festival in Helsinki 5th of August. It finished 5th in the demo competition.
I wrote some of the visual effects, post processing filters (pixel shader glow, motion blurs, etc.). Also I wrote some tools for effect and visual synchronization.
Armageddon Armadillo Assault - 2006
Small game for Assembly Game Development competition. The game finished 6th out of total 14 entries.
The game has two different physics modes. You can make the armadillo to move either by rolling or walking. Character can also carry five weapons like rocket launchers, hunting rifles etc.
"Pelit-lehti" featured a huge half page image of the game and chose it as one of the better games in Asm.
Downloads are available for two platforms:
[Win32]
[Linux]
Indigo - 2006 - 64kb intro
This is my first intro / demo and my first real 3d work.
It was presented at Simulaatio demoparty in Varkaus, Finland.
It finished first in its category.
[Win32]
[Linux]
[Mac OS X]