GA Spring 2021 – Heroes Get No Dice

Heroes Get No Dice is a tower defense game, where the player assumes the role of a super villain who is forced to defend their base against the forces of good. The game was aimed to be for a wide audience, which is why the featured elemental damage system, models and user interface were designed to be as easily approachable as possible.

We initially planned for the game to encompass multiple levels with three distinct themes and a plethora of dastardly tools for the player to utilize while defending their base. Due to the challenges implementing all the various systems and required models, the scope of the game had to be reigned back a few notches; surprising absolutely no one.

Due to our artists having little to no experience with 3D, the amount of time and work needed in order to produce good-looking assets amounted to a lot more than our team had originally anticipated.

Art style differences, animation and importing or baking materials were a few of the troubles wreaking havoc on this tropical hideout.

Some of our solutions were most likely not  terribly optimal, but we were nevertheless happy whenever we overcame a stubborn problem or two.

All things – even the villainous types – must, however, come to an end. As it stands, the game ships with 15 waves of enemies, set in a single persistent level, with a handful of enemy types and a starter platter of deadly tools to use for enforcing your “no good guys”-policy.

Hopefully, they’ll serve you well… because a certain superhero is approaching, and he’s ready to rock.

Good luck, evildoer.



Aleksi Asikainen: Programming

Heikki Gauffin: Programming

Lauri Kullas: Audio, Programming

Sanni Kataja: 3D Artist, VFX

Emmi Pusa: Environment Artist

Sofia Sinivuori: 2D Artist, UI

Mari Weckman: Characters Artist


Download Here!

GA Spring 2021: Corporate Fool

Corporate Fool is a colourful and cartoony, semi-isometric action / puzzle game, where you are trying to escape the shackles of employment by finding key cards within different parts of the office.


  • Cartoony and colourful art style.
  • Three distinct areas.
  • Controller and Keyboard support
  • Simple puzzle / Action Elements



Having spent the previous semester developing a game from our homes and knowing the coming project would be developed under similar circumstances, we began the project with vigorous planning sessions in order to lay a solid foundation. This foundation would prove to be vital towards the end of the project.

Despite the situation, our team did manage to develop everything we had set out to and we are happy with the end project.

Take aways the reader might find useful are as follows.

  1. Set guidelines for working in scenes in Unity.
  2. Spend time laying the groundwork for your project.
  3. Always remember to be empathetic and supportive towards your team mates.


Henna Ahvenniemi – Art, VFX

Lenny Smith – Project management, coding

Inka Kaasinen – Art Direction, Artist, Environmental artist.

Juho Mansikka – Coding

Jirko Haapapuro – Animations, assets, characters

Jasa Paavolainen – 3D artist, assets

Aatu Seppänen – Level Design, Game Design

Olli Heino – Music, sound effects, sound design

Playable Version

GA Spring 2021: Fun Dinnertime

Team Moneymakers decided to make a scary game with low poly, indie game developer style. 

We took heavy inspiration from these small, indie developer horror games that are fast and “easy” to play through but still offer some challenge and are memorable. 

The player character (you) is a guest at a nice dinner party! The Fox, The Mouse and The Squirrel are already waiting for you to help set the table. But after starters, Fox gets missing. You should go to find him. Something feels off.

Development started with doing all the necessary assets to the game using Blender as a 3d software, as at same time programmers started to gather first mechanics to the game using Unity engine. 


Both artists and programmers work at their own pace and schedule, and from time to time we combine our creations and build the game up. Team used GitKraken to share the project and keep everything up to date.

Idea was to have multiple different endings that the player could explore after finishing one, and we got two of the choised to the last build. Unfortunately time was not our favor and some of the endings are not in the build yet.

Our biggest challenge was time and timing of the other courses that were rolling next to the project, but after all we are happy with the outcome, compared to our challenges through the game project. 



Veera Sauerland

Hy Bui

Emilia Mikkola


Jaakko Leskelä

Lassi Ojainväli

Latest build

GA Spring 2021 – Curse Of The Amulet

The Project


The project is part of the spring season in Games Academy and its goal is to introduce the students to 3D-game development and deepen already gotten skills in Unity and in game development in general.

Our team started the spring season with a clear idea on what we wanted to do. That idea came to be Curse Of The Amulet.

The game

Curse Of The Amulet is a atmospheric, action-packed adventure game, with challenging gameplay. The game has multiple enemy types that offer a variety of challenge.

Skeletons vary from regular, mace and helmet equipped and bigger chief skeletons. The forest is also filled with giant mushrooms and possessed trees that offer a the player a unique challenge.

Giant Mushroom


The player has two ways of fighting the enemies, sword and a spellbook. The  sword is a reliable way to deal damage up close even to multiple enemies at once. The spellbook has four unlockable spells for the player to use against the enemies. These spells are hidden throughout the forest, only the fireball already unlocked from the start.







The Game consist of two levels, The Forest and The Castle. At first our idea was to make three levels, one of them being a dungeon level, but we decided to scrap it. Throughout the project we wanted to keep the scale adjustable so we wouldn’t have to make too many compromises on the game. We also wanted to make sure to use every asset and mechanic we created, so nothing was wasted.

First level: The Forest


Level starts in a decaying forest where the player quickly is introduced to the combat and the enemies. Player moves through three arenas where they will collect their weapons and keys from the enemies to advance deeper in to the forest.

Arena, with fireball and skeletons
Deeper forest

In the deeper forest the player will try and collect the remaining spells, find a way to the castle garden and open the gate. There the Old Castle Guard awaits them.

Old Castle Guard

Second Level: The Castle

The Castle is a smaller and more linear area. This way we could ensure that  the experience is as fluent and engaging as possible for the player.

Castle dining room

The castle is home to more tougher skeletons and a skeleton chief who guards the key to the great hall. There the player will meet the Cursed One


The Story

Game starts with a flashback of the player encountering an ominous figure that strikes the player down. Once the player wakes up in an decaying forest he will start the journey to meet his destiny.

The Encounter

After a few encounters with skeletons, giant mushrooms and not forgetting the tree trunks that seem to come alive. The player finds himself at the gates of the castle garden.

There the player will find The Old Castle Guard who guards the key to the castle. Once the Guard is defeated, the player can enter the castle where the ominous figure awaits. Once the skeleton guards are defeated and the door to the great hall opened the player will find The Cursed One.

After the One is defeated the player must choose, will he destroy the amulet that corrupts its owner, or will he embrace it and harness its power?


Download from


Eetu Pohja: Programming

Ville Raunio: Character Artist

Eszter Puzsik: Environment Artist

Mira Opukhovskaia: Character Artist

Jaakko Joenperä: Team management / Level design

Aleksandra Pere: Story

Eini Kuha: Art

Special Thanks to Lauri Kullas for creating original music for our project.

GA Spring 2021 – 8 ft.

8ft.  is in its simplicity a spider simulator, where you can live your spider dream of exploring the human habitat and catching bugs. The game consists of two rooms that you can explore; kitchen and bathroom, both including tasty bugs for you to hunt.

During the spring we started the work on 8ft. slightly late as our first idea which revolved around a garden gnome was pushed aside to explore a game idea with the possibility of using the ninja rope. For this we took some time to brainstorm ideas and decide on a concept we found most exciting.

Most of our troubles came from having not enough time between course and homework for school, but we still strived to create a game that works and serves a purpose. Our coders also battled to tame and understand the code of the IK spider that we hoped to use as a base for our own custom spider. Unfortunately due to time and the intense code of the IK spider we had to result into abandoning the custom spider, and borrowing the IK spider. We also hoped to create more rooms and consistency throughout the game but again due to time constraints we had to cut back somewhere.

Nevertheless 8ft came to a finishing a point and was a big learning experience to the whole team, sure to bring us food for the future so to speak.


Eppu Syyrakki: Programming

Laura Huovinen: Programming

Hannu Timonen: Art, music, sound fx

Niilo Kajala: VFX, animation

Janika Keskitalo: Art, Animation

Procedural IK Spider by Philipp Schofield –

Go live your spider dream!

Build on Drive

Web version