Jussi Kemppainen

Jussi Kemppainen

@jkemppainen.com

VFX Lead Max Payne remake @ Remedy & indie solodev, founder Rovio animation studio Games | animations

1.8K followers1K following795 posts

Lot of hardening and QoL updates on my project management app. Great for small studios! That means YOU! I have used this for a year+ and can recommend now that it is public! πŸ€–Now you can control your LLM from the task manager too if you are into that that tasks.clickwork.jkemppainen.com

I added a second way of tracking a project: a live operations/running service mode. This ditches sprints and milestones and brings in lightweight per-week planning instead! Other updates include: -2FA -Google accounts -Automated backups -Board data deletion -Manual backups -more!

Jussi Kemppainen@jkemppainen.com

I built a free project scoping, task management and bug tracking tool for studios of all sizes. Plan milestones, divide work, track progress in a super fast, intuitive tool. "100x better than Jira" -Jussi Kemppainen "I like it WAY more than Trello" -Kemppainen Jussi πŸ”— in the 🧡

I built a free project scoping, task management and bug tracking tool for studios of all sizes. Plan milestones, divide work, track progress in a super fast, intuitive tool. "100x better than Jira" -Jussi Kemppainen "I like it WAY more than Trello" -Kemppainen Jussi πŸ”— in the 🧡

More footage from my own game engine's bundled demo game in progress. Lately I have been going trough the actions and verbs and adding animations to everything. #indiegamedev #adventuregame #Pixelart

More work done on my pixel art game engine. Advanced particle effects, fully redone UI, support for managing and creating in-game menus and much, much more! #adventuregame

Jussi Kemppainen@jkemppainen.com

I am building a pixel art point and click game engine that includes everything from scripting to asset creation to animation (2d and 3d) and particle effects. a complete suite of tools for making the best kind of games: pixel art point and click! Clickworks. Opening for testing soon! #adventuregame

I am building a pixel art point and click game engine that includes everything from scripting to asset creation to animation (2d and 3d) and particle effects. a complete suite of tools for making the best kind of games: pixel art point and click! Clickworks. Opening for testing soon! #adventuregame

The engine has real-time lighting and shadows; 3D scenes (with option to go from flat 2d parallax to as complex 3D as you want); node based scripting language and Lua support, pixel animation tools, node graph based particles (with realtime lighting and scene reactions) and more!

day 608: ! built a fake real-time GI system for my game and it cost almost nothing to run! The warm sunset light wrapping under the car is not baked, not a probe volume, not a reflection capture. here is how it works 🧡 #buildinpublic #indiegamedev #unity3d

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GI probes being recalculated in realtime to match shifting light scenarios. The probes could update every frame for ultra smooth look, but the game hardly needs that and I want this to run on the steam deck without issues!

day 608: ! built a fake real-time GI system for my game and it cost almost nothing to run! The warm sunset light wrapping under the car is not baked, not a probe volume, not a reflection capture. here is how it works 🧡 #buildinpublic #indiegamedev #unity3d

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day 608: ! built a fake real-time GI system for my game and it cost almost nothing to run! The warm sunset light wrapping under the car is not baked, not a probe volume, not a reflection capture. here is how it works 🧡 #buildinpublic #indiegamedev #unity3d

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the shadow raycast and GI analyze only fires when a probe is dirty. once settled, zero cost. probes don't need to rebake at all. total per-frame cost at steady state: one bilinear lookup per vehicle.

It is not path tracing. but one bounce, 256 probes total. It is physically grounded math and it reads the actual world state: sand color, sun temperature, sky gradient and shadow distance. Later in the future I will add colour bounce from nearby structures,

day 608: ! built a fake real-time GI system for my game and it cost almost nothing to run! The warm sunset light wrapping under the car is not baked, not a probe volume, not a reflection capture. here is how it works 🧡 #buildinpublic #indiegamedev #unity3d

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ground bounce is: sun color * temperature * sun angle * sand albedo * bounce scale * shadow contribution. the sand color comes from the world manager. so the bounce color automatically tracks the terrain you are driving on

probes in shadow suppress the ground bounce and dim the sky away from shadow caster, creating nice occlusion. the suppression uses the occluder distance, letting more sky cast and bounce come trough in shallower shadow.

day 608: ! built a fake real-time GI system for my game and it cost almost nothing to run! The warm sunset light wrapping under the car is not baked, not a probe volume, not a reflection capture. here is how it works 🧡 #buildinpublic #indiegamedev #unity3d

vehicles in this game get hijacked mid-battle and thrown across five different biomes. each one has a different sun angle, sand color, and sky. baked GI is useless here: the world is fully procedural and randomized.

the solution is a rolling 16Γ—16 grid of ambient light probes. each probe stores spherical harmonics, a lightweight mathematical encoding of the full light environment at that position. the grid slides toroidally so probes only need to recalculate when they wrap around.

Things built: procedural random settlement generation, online tooling for task distribution, levels and vehicles turned into data driven assets, UI refactoring and much more! Not shown in the video is all the optimization work I have done. There has been a lot of that.

jkemppainen.com/ruupeli/ I built a free web-app for parents with kids with ADHD or difficulty with executive function regulation. It has a timer and a can break repeating daily routines into easily digestible pieces with gentle weekly gamification. #neurodivergent #adhd

bonkers vehicle combat game dev day 420 & 421: small things. I added pooling to the bullet trails effects and made them fade out gracefully and added support for water impact VFX for the bullets.

dev day 401: The boring machine can now finally bore! Thank you all for your great feedback πŸ™πŸ» I did spend day 400 just replying to you all! now, what cool gameplay could there be for this VERY overpowered worm? Now is the time for suggestions!

dev day 398: I am not saying you get to play as a massive weaponized boring machine tearing apart the desert, but you absolutely get to play as a massive weaponized boring machine tearing apart the desert!

Dev day 396: Hovebike first pass. Flotation, propellers and kick-off VFX added! Hoverbikes will not be common in the game, but there will be some by the end! (And other weird s***t) #solodev #IndieGameDev

vehicle combat dev day 395: I implemented wheel-less driving to prepare for hover bikes/craft, flying units and something even cooler down the line. I am honestly surprised at how fun the gameplay is with a floaty hover-unit! #IndieGameDev #gamedev #hoverbike

vehicluar combat solodev day 393: I may have turned the deformation value too high on the new school bus vehicle type :D What has not been talked about too much is that the project now has had a writer on board and we have been writing the story in earnest #realtimeVFX #solodev