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jkemppainen.com
VFX Lead Max Payne remake @ Remedy & indie solodev, founder Rovio animation studio Games | animations
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solodev day 257: doodled some icons while watching severance. Taking it easy today. #IndieGameDev

Today I was just playing my game (with gamepad) and I enjoyed it a lot! I also captured some shots with the photo mode for you to enjoy! #IndieGameDev

vehicular combat rea again dev day 255: More UI work. started work on pause screen and main menu and level end. Spent too long making transition from mouse to gamepad and back feel good. #screenshotsaturday #indiegamedev

Taking a day off from my solodev project. Feels so weird. Just watching TV.

You can WISHLIST NOW on Steam ( store.steampowered.com/app/1783560/... ) or EPIC ( store.epicgames.com/en-US/p/the-... )

Drivers of the Apocalypse day 251: functional weapon selection. Also, you can acquire new weapons from the game's missions. #solodev #indiegamedev #buildinpublic

Drivers dev day 249: I expanded the upgrades view to contain not only drone upgrades, but also vehicle, grapple gun and airship upgrade paths. There will be so much stuff to upgrade and unlock in this game! #solodev #indiegamedev #unity3D #buildinpublic

vehicular combat solodev project day 248: cargo parachute mode + sim + material. As the player now has a car they can take to combat in addition to the glide-suit. I needed to model a parachute and simulate it #indiegamedev #gamedev #buildinpublic

The repair UI #indiega

Desert grapple hook vehicle combat game dev day 247: Got started on the vehicle repair functionality. Persistent damage can now be repaired using parts. Now that the repair look is handled the next step I think would be selecting weapons for the vehicle #indiegamedev #buildinpublic

I will be primarily posting on Bluesky from now on!

Dev day 246: Today I created persistent vehicle damage. Applied to player vehicle now. If your car gets destroyed, you are stuck with grappling into the action before your vehicle is fixed. #IndieGameDev

vehicle combat game dev day 244: player vehicle persistent damage. I added support for save profile tied persistent mesh damage to the player vehicle. Mesh deformations and vertex color effects are persisted across scenes and play sessions. #IndieGameDev

Devday 243 / 2: It had to be done. It had to. #indiegamedev #solodev #madmax #buildinpublic

Dev day 243: boring stuff! Localization! I finally built the tooling to localize all UI text easily. I am pretty happy with the setup. I also added support for dynamic parts in the string in order to make the text free form for the translator to mold. #solodev #indiegamedev #buildinpublic

I dream of having @markhamillofficial.bsky.social play the bad guy in my vehicular combat game. But I have nowhere near the money to pay his going rate. What options do I have? I promise to do him good ❤️ 1 day in the VO booth should be enough! 2 tops! Please universe make it happen!