Ready, Set… Write!

Facebooktwittergoogle_plusredditlinkedin

Creativity is a funny thing and it’s definitely something you can (and should!) practice and nurture. When I began at LudoCraft eight years ago, I found something that immediately struck my creative streak: NaNoWriMo – National Novel Writing Month. Or just NaNo which can affectionately mean the whole month or the novels created during that month. Each November an eager group of LudoCraftians take part in a global phenomenon. They begin their journey through the sweat, tears and insomnia (no blood!) of writing 50 000 words of fiction.

Read More»

Gamescom Advice, No Advice

Facebooktwittergoogle_plusredditlinkedin

Sometime ago I, like many people in this industry, found myself in Cologne. For gamescom. We, like many people in this industry, were there to see if our upcoming title would track any interest. We’re happy with the results. So, here I am, finding an angle to write about on what it means for an indie developer. However, the muddling that happens in one’s brain during a week of hectic expo life is something that seems to prevent me from creating a beautiful post mortem. So it’s your choice at this point to decide if you’re going to get anything useful out of what I’m sure are going to be ramblings that may or may not have a point to them.

Read More»

To Ludum Dare or not to Ludum Dare

Facebooktwittergoogle_plusredditlinkedin

Ludum Dare is a competition, held three times a year, in which game developers all over the world aim to make a game fitting a given theme. The challenge is that you only have two days to finish your game and you get to know the theme of the game right before your 48 hours start. Avid game makers and game changers  as we are, many ludocraftees have participated in the competition over the years (with Teemu Väisänen from our art team winning the whole thing a while back with his game Superdimensional. The latest Ludum Dare was held in April with the theme Shapeshift. Heikki Törmälä from our coding team braved the challenge. He shared his process in what it takes to make a game in 48 hours. There are some tips in there for the would-be Ludum Dare contestant and game developer in general.

Read More»

Summertime Clashing – 5 Pro Tips for Winning in Clash Royale

Facebooktwittergoogle_plusredditlinkedin

It might seem weird that we would write an entire text about the best methods to win at a game that isn’t even made by us. However, when you make games for a living, it’s important to play games made by other people to gain perspective on your own work. This is also a view our CEO encourages, for example in this article. Sorry it’s in Finnish only. Besides, LudoCraft is big on games that celebrate collaboration, so Supercell’s Clash Royale makes sense in that regard, too. But what have we learned from our fierce adventures with Clash Royale?

Read More»

Sound of Silly

Facebooktwittergoogle_plusredditlinkedin

When people ask what I do for a living precisely, I usually say I make sound effects for video games. That’s not the truth though, it’s a just convenient answer and not a lie. I do tech support. And video shooting plus editing. Occasionally script writing. I think I once wrote few lines of code that actually survived to a shipping product. And I make sound effects, too. Sound effects take the most time, so I’ve chosen that as my default answer.

I once made a sound for something that was essentially a thinly veiled bouncing boob joke. My first attempt was a sort of ”sproing” sound. The client did not feel that was what they were after and I got the feedback ”The sound should be more round and organic.” That’s the art school way of saying: ”Not good enough. Try again.” My second, more wobbly, attempt sold the joke.

Read More»