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What makes a decent game icon?

I don’t know! Icons are always tough. I did a post about designing the WoodChopper icon many years ago and I felt like just being able to write down everything helped me put it all together. Developing the game has taken a while, so assets have changed, the look of the marketing graphics have changed and of course the icon …

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The Graphical journey of GunTruck, so far

As we started development on our new game, we spent about a week preparing a visual image to strive towards with the game. These are pretty common practise in game development and they’re often pretty polished videos, used in pitching and conceptualization. These are usually called target renders. For our use just a static image that looks like it could …

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What is GunTruck?

GunTruck started out as a simple game: a car with intuitive two-button controls, a turret that aims at enemies automatically and AI controlled enemies that charge at you in various ways. A simple arcade-style score chasing game at its core. On paper this sounded like a six month project, but a few years later, we’re still at it. Of course …

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Still kicking

Wow. Hi! You may remember our blog from way back. This is where we chronicled the comings and goings of our company, as well as posted all sorts of development tidbits pertaining to our first game, WoodChopper. A few years may have passed since we last posted, but we’re now back and are on the last stretch on our newest …

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Calm Before the Storm

This week’s post is a bit lighter on content, because (actual) work is starting to pile up. As we’re closing in on the summer season, the release of WoodChopper draws ever closer. It’s been fun to put up a series of proper blog posts during the last few months, but things will wind down a bit on the blog side …

New head office

This the beginning of our second week in our new home. We have moved temporarily to the office of Lappeenranta University of Technology Entrepreneurship Society, or LUTES. Which is a organization led by students promoting entrepreneurship. We had applied  for their Summer Launchpad -startup program, which is held in the same building, and took a bit of a head start. …

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The Many Faces of the Sun

The sun has gone through varying degrees of importance in WoodChopper. It played a pivotal role when we were still planning on using something we called the ‘happiness mechanic’. The core idea of it was that the look and feel of the world would change according to how the player was behaving. We’ll have a separate blog post on that …

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Making of: The Loading Screen

Posted on March 31, 2014 by Saku Hatakka We were in desperate need of a fun picture to use as a loading screen. A black screen that says ‘Loading…’ in the lower right corner doesn’t really inspire you to go explore the levels of WoodChopper. I figured that if I put in enough effort, the same image could also be …

The Forgotten Characters of Canadia, Part II

Continuing on with our cavalcade of compromised characters, this time I’m showing characters that we’ve been planning to use in our underground levels.   Initially there was a lot of talk about moving the bulk of the gameplay into the mines, so that would’ve called for some more down-to-earth characters. (Pun intended.) Since we already had the lumberjack cutting down …

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The Forgotten Characters of Canadia, Part I

Lots of silly characters inhabit the fictional world of Canadia, but only some of them make the cut and get to have a role in WoodChopper. We’ll be posting a multi-part list of some of the characters that are on the chopping board (no chopper pun intended). We’re never ruling out adding in characters later, but that depends on how …