totw_logo_02Abstract:
This thesis is a reflection of the entire production process and learnings of Trials of the Wolf; an approachable roguelike card game about a wolf, created by Björn Lindholm and I over a period of almost two years. It was born out of our concerns about the endangerment of wolves as a result of poaching in Finland. It was my hope that by allowing for an underlying current of realism to exist within the game, some tangential learning would occur, allowing for players to empathise with their situation. The production was broken up into two major stages: pre-production, and production; my responsibilities being that of design, art direction, and animation. During pre-production, my goals mainly consisted of the background research on wolves as well as the necessary game benchmarking, prototyping, and documentation. Production was the development of the digital game based off of pre-production’s documentation and learnings. It was during this time the most pivots and learnings occurred when evaluated against the entire production. At the end of the production we were able to deliver a vertical slice of the game which entailed our initial production goals: creating a game that was difficult but still approachable with factual undertones. It is my deepest hopes that my research and learnings from this thesis can be used as a guide for others looking to develop their own digital games with a small team and limited resources.

Thesis:
The Production & Learnings of Trials of the Wolf

Alpha Builds:
– Read Me
– Mac 32 bit / 64 bit (Offline)
– PC 32 / 64 bit (Offline)
– Linux (Offline)

Credits:
Developed by Arash John Sammander and Björn Lindholm
Art by Matei Molner
Music by Vesa-Matti Mattsson

rivalsOfTheSeaFocus:
Create a casual and approachable pirate board game (13+ year old) with emphasis a generative world map, varying narrative, and emergent winning conditions.

Design Team:
Anne-Marie Grönroos
Arash John Sammander
Björn Lindholm
Jaakko Kemppainen

Results:
Currently tweaking rules based off of user tests and then looking at art and publishing options.
Tentative release date (Q3-Q4, 2015)

tapFocus:
A game production requested by a committee chaired by the Mayor of Espoo in collaboration between Espoo School of Art, South Tapiola High School, Espoo Music Institute’s Music-Technology Group, Aalto University New Media Department, and the Department of Art Education, which celebrated Heikki von Herzen’s 100th birthday.

Team:
Espoo School of Art Students
South Tapiola High School Students
Espoo Music Institute’s Music-Technology Students
Arash John Sammander (Teaching, Mentoring, Producer Role)

Technologies:
Gamemaker: Studio, Adobe Photoshop, Adobe Illustrator

Results:
Delievered a successful project in time for Heikki von Herzen’s 100th birthday celebration.

Articles:
Länsiväylä
Esse

Award:
Vuoden Taidekasvatusteko 2013

Video:
Youtube

Game Download:
Windows

CactusFocus:
Create a game based around the Ouroboros.

Team:
Arash John Sammander, Björn Lindholm (Design)
Charlotta Tiuri, Noora Klaavu (Art)
Joona Heinikoski, Markku Velinen, Miikka Hilke (Programming)
Arash John Sammander, Charlotta Tiuri, Noora Klaavu (Audio)
Olli-Pekka Vuorinen, Mats Takila (Special Thanks)

Technologies:
Unity3D, Adobe Photoshop, Audacity

Results:
Created a game concentrating on narrative.

Interviews / Videos:
Happi Article
Cool Bunny Video Interview
Teaser Trailer

Download Below:
Sad Cactus Game

pizzaFocus:
Create a unique online multiplayer game following the theme of extinction.

Team:
Sebastian Jakaus (Programming)
Tatu-Pekka Saarinen (Design / Art)
Arash John Sammander (Concept, Creative Direction)

Technologies:
Flash (Flex), Adobe Photoshop, Adobe Illustrator, Garageband

Results:
Created an fun and addictive prototype which led us to receive:

– Best Game Nomination FGJ 2011
– Gamesauce Challenge Winner 2011

Articles:
Gamesauce

Play Below:
Death Pizza

ColdBloodGameConceptFocus:
Create a murder mystery game that must be solved in X number days, where the player cannot leave the environment without solving the mystery, and use the following key words, fog, calm, witty. I personally also wanted to create a game that allows the player to “feel” like a master detective by giving them the ability to use an intuitive “power” that helps them find clues and make relevant connections in their mind.  The game gives the players the option to play through and solve all situations on their own or in conjunctions with their “powers.”  The main character is one of a group of 5 characters are trapped on a foggy arctic island. He is introduced to a murder through a series of flash forward scenes that he is trying to prevent before x days.  The murderer may change from game to game. The player will feel he is a master detective that uses his abilities to find clues through dialog and the environment.  From the clues he creates a network that is used to help him prevent the murder. The game is simplistic and stylistic 3D with a limited color palette which reacts to game-play.

Team:
Arash John Sammander (Lead Design, Lead Artist)
Eetu Kupiainen (Project Manager, Programming)
Jaakko Kemppainen (Designer, Writer)
Jussi Litja (Programmer, Sound Design)
Anne-Marie Grönroos (Lead Writer)

Technologies:
Unity 3D, Softimage, 3D Max, Mudbox, Photoshop, Illustrator

Concept Art:
Youtube Video

Download:
Mac  / Windows