FlyWare

This is my portfolio. The projects on this page are sorted in descending order by weighted average of release date and impressiveness.

The games created with Unity (most of them) can be played using Unity WebPlayer by clicking the link below the description.

Luurin Luikaus



An old-skool TV game that you control with a rotary phone. Created during Assembly Game Jam 2015. In the games you throw various old-skool items and try to keep them in the air by chasing and volleying them for extra speed. All that by dialing numbers on a rotary phone. Because, what's more old-skool than TV games and rotary phones? Pretty much nothing, right? (The controls might be more intuitive on an touch screen device. Download the Android build and try it out.)



Pyry Takkunen

Design
Salla Huttunen

Art (2D)
Joonas Pääkkönen

Art (3D)
Timo Korhonen

Sound, Programming (sound)
Janne Koski

Programming (input)
Riku Rajaniemi

Programming (gameplay)
July 30 - August 2, 2015
Frack Grenade



A skill-based action game submitted for Assembly Summer 2014 GameDev competition, where it won the third price. Development began exactly one week before the submission deadline with some fixing done in the following couple weeks. I'm really proud of the accomplishment of its creation and the finished game.



Janne 'moziz' Koski

Programming, 2D and 3D assets
Riku 'Raattis' Rajaniemi

Programming, audio design
July 17-24, 2014
SlideTris 2

awesome situation

A remake of my first published game. This time created with Unity3D instead of XNA to make it available on most modern platforms. That said, I will not be bringing it to the mobile app stores as I want steer clear of the patent trolls.

If you want to build the game from the Unity project files for your own iOS or WP device, please, email me or leave a message with the form on the contact page.

June 1-18, 2014
Owla (work in progress)

puzzling situation

A speed and puzzle game aimed for mobile devices. Still very much work in progress.



Elisa Rajaniemi

Original concept, 2D art
Riku Rajaniemi

Programming
May 6, 2014 ...
Möller: The Saga of Pulchritudinous Candies



An asymmetrical two-player game where one of the players doesn't need to see but listen. There is also a single-player mode for those who just want to play alone. And no-player mode for those who just want to watch. Created using Unity for the Global Game Jam 2014.



Janne Koski

3D art, Shader programming
Elisa Rajaniemi

2D art
Tomi Kokkonen

Game design
Can Uzer

Sound effects
Veli Laamanen

Music
Riku Rajaniemi

General programming
January 24-26, 2014
Fetch

heart-warming situation

Help Mrs. Scruffles fetch the mail! Created with Unity for Molyjam 2013 in 48 hours.



Veli-Pekka Kokkonen

Team leading, programming (general, animation)
Noora Klaavu

Art director, graphics
Janne Koski

Programming (logic, graphics)
Riku Rajaniemi

Audio, programming (audio, general)
July 5-7, 2013
Blood Pajatso

gory situation

A Global Game Jam game with an intestine inspired theme.



Palle

Graphics
masentaa

Music, Pixelization shader
me

Programming
January 27, 2013
Forest Run

leafy situation

A math game created with tablet devices and education in mind as a short project. It saw some further development towards being a commercial product but was ultimately abandoned.



Tomi Kokkonen

Programming, Design
Maiju Laine

Art, Graphics
Tatu Laine

Graphics
Spessu Iba

Canabalt champion
Riku Rajaniemi

Design, Programming
October 21, 2012
Battle of Balloons

floaty situation

A local multiplayer game where two players compete to stay afloat the longest. Created with Unity 2D in 10 hours during a single day gamejam.



Pauliina Hämäläinen

Coding, Design
Riku Rajaniemi

Graphics, Design, Coding
November 30, 2013
Square Space

spacy situation

A quick game project to test out different movement styles for a 2D flying game.

August 9-15, 2013
Nova Cocktail

roguish situation

A rogue-like on a space station. Created with Unity during a game development project course.



Janne Koski

Programming (item system, content tools), Graphics (storyscreens, enviroment)
Tomi Kokkonen

Programming (world building, movement)
Ville Kadenius

Graphics (characters, items)
Riku Rajaniemi

Programming (map generation, logic, effects, editor tools), Content (items, rooms)
January 14. - March 7., 2013
Citadel

blocky situation

A simple tech demo created in an afternoon using RagePixel - a free pixelart toolkit for Unity.

March 16, 2012
Procedural Walk Animation

jogging situation

A completely procedural walk animation. Every moving joint has a fine-tuned sine function controlling its rotation. Yeah, it's pretty impractical.

March 16, 2012
Snacke



An XNA game project conceived, created and published in a single weekend for Global Game Jam 2012.



Tomi Kokkonen

Programming (AI, weapons), Graphics
Mika Taskinen

Programming (under the hood, menu)
Sami Jokela

A bit of this, A bit of that
Riku Rajaniemi

Programming (movement), Graphics (snake)
January 27-29, 2012
Naive Raycaster

bendy situation

An inefficient raycaster created with Python 3.2 and PyGame. It took around five hours to get the rendering working. After that roughly a week was spent tweaking the UI. The above picture was rendered in 4 minutes on a modern PC.

August 10-18, 2012
SlideTris

swipy situation

A tetris game with smooth touch controls for Windows Phone platform created using XNA. (Removed after seven months and almost 2.500 downloads from WP Marketplace due to Tetris Company's patent claim.)

Was in WP market place form February 29, 2012 to September 25, 2012