My interview on The Reticule
I'm working as Game Designer on the upcoming RedLynx title Trials Evolution. Here's an interview on The Reticule:
“Future Finnish Police” Design
This was originally a school project from 2005. I wanted to do design, lowpoly modeling and texture mapping. Everything is obviously inspired by Masamune Shirow. These designs and models were geared towards an FPS game since I was studying game art and design.
Background
As a force upholding law and public order, the police are using more and more protection as firearms, drugs and violent behaviour become more and more common. Since the first Kevlar vests used by police in the seventies, the amount and quality of protection has been steadily escalating. Now, in the early 21st century, a SWAT team going into a high-risk situation will have to use a heavy Kevlar vest with inserted hard armor plates, a Kevlar helmet, possibly with a face shield or at least protective goggles, fire- and cut-resistant Nomex gloves and hood, knee and elbow pads and puncture-protected boots. Riot police are completely armored from head to toe so as not to leave any spot vulnerable to thrown objects, baseball bats or angry fists. Sixty years ago, an infantryman fighting in the bloodiest front lines of the Second World War had nothing but a thin steel helmet.
The US Army is conducting ongoing research and development on exo-skeletons: mechanical systems that augment and enhance the foot soldier, allowing him to carry heavier loads of armor and weapons without added fatigue. The intended goal is a “power suit” that effectively transforms the soldier into a fighting machine with the firepower and armor of a light armored vehicle, but with the size and mobility of a single man, further enhanced by the exo-skeleton.
Scenario
In a future world, recovering from a worldwide crisis and partial economical and social collapse, crime and criminals have risen to a completely new level of brutality. Some cities have been preserved or partially rebuilt and enjoy a reasonable standard of living, others do not. Gangs, drugs, severe violence and crime lords are a reality even for Finland, with half of its urban areas in decay and the population packed into and around the remaining communities. The society and government still exist and function, but life can be harsh, and inequity breeds crime.
Willow Point
Willow Point is a Half-Life 2 mod design that I originally did as a school project in 2005. The game "Penumbra Overture" came out in 2007 and had several similar elements. My project was inspired by the Montauk Project stories as well as the desire to design an exploration-based experience.
1: General
1.1 Overview
Willow Point is a single-player adventure for the PC game Half-Life 2. The adventure is designed to be non-violent and centers on exploration and puzzles, mixing in elements of the "survival horror" genre. No major modifications or add-ons are planned, the adventure will consist of maps which are played through the normal Half-Life 2 game.
1.2 End User
Due to the non-violent and comparatively slow-paced nature of Willow Point, it does not appeal to the complete spectrum of Half-Life 2 end users. Many players are accustomed to "twitch"-style firefights and see exploration only as a short, inevitable break before the next fight. While action gaming is enjoyable, Willow Point is intended to play out more like a first-person adventure game.
The target user of Willow Point is anyone who enjoys exploring new areas just to see what interesting they find behind the next corner, likes puzzle-solving and has a habit of stopping to admire the views generated by the level designer and the Source engine.
1.3 General Gameplay
The idea and gameplay in a nutshell: The player character wants to explore a rumoured abandoned military-scientific complex in a coastal area. He starts at a fishing village and asks around to gain background information and hints on a possible entrance. The player then searches for the entrance. After gaining access, he is suddenly trapped inside the complex and must find a way out. The player explores the abandoned complex, solves simple puzzles to advance and avoids a dangerous being that is chasing him, the Wraith.
Roughly 25% of the gameplay happens outside, getting information about the complex and looking for an entrance, ther rest is spent underground in the complex.
Gameplay is based on these elements:
- Atmosphere
- Puzzles
- Exploration
- Story
The player takes his time to explore one area. The route to the next area will be blocked by a puzzle. When the puzzle is solved the player can advance to the next area. Backward exploration will be limited for gameplay reasons so it will not be possible to go all the way back, leaving only one direction: forward. There will be object puzzles like a door that needs a key, physics puzzles like a pulley mechanism that needs weight to open a route, and direct action puzzles where the player must move through challenging environments. All three can be combined, and the presence of the Wraith hinders the player's efforts.
The story and suspense are based on the player knowing only half the truth and imagining the rest. The story is advanced by player character monologue, dialogue with the villagers in the beginning, and documents found inside the complex. The player can never be exactly sure of what happened at Willow Point thirty years ago.
My Thesis, Project Freefall
Project Freefall Game Concept Document, PDF
In 2006, as my thesis for my BA studies at the Institute of Design in Lahti, I did a game concept document. I did gameplay, story and character design and concept art, and did layouts for the document that was then printed into booklets.
The game itself is a story-driven tactical squad FPS with a sci-fi setting. Among other things, I described the gameplay implications of settings in lowered or zero-gravity, vacuums and other special environments. Some elements such as zero-gravity and immersive vacuum audio have later on been implemented in games like Dead Space and Shattered Horizon.


















