GameCamp Summer 2019: Valley of Brass 


Viktor Haimi – Programmer
Toni Heinonen – Programmer
Vesa Hovinen – Programmer / Level Designer
Olli Heikkinen – Artist
Fansu Janneh – Music


Valley of Brass


We decided to make an RPG game with grid-based combat system. The combat system was inspired by South Park: Fractured But Whole’s combat system, UI by Final Fantasy VII and overworld by Grandia. In this game you control a Harvester automaton called Jules in a steampunk world. In this world there are no living things anymore (but they are coming back).

At first the setting was steampunk with fantasy elements. But in the end, we did not include any fantasy elements in this game.


Valley of Brass town


We had 5 weeks to make this game done, and we managed to get finished product done, although we had to hurry a lot during last two weeks. We had good work flow and structure in development, constantly keeping track of our progress, but we still had few hiccups along the way, for example we had to redo our camera control at the last week and few unpredictable absences during the last two weeks.


Valley of Brass was designed to be a fully 3d experience from the ground up. This was somewhat challenging seeing that what we had learned about 3d modelling and animation was during this course and we didn’t want to use premade assets, but there’s nothing that shear will and couple of handy Youtube videos can’t manage. Seeing that with the past few projects I had learned a little about 3d animation and had done some low-poly models I wanted to up the ante a little. That’s why the models in Valley of Brass are smoother, and the textures aren’t as blocky as they were in our previous projects. The world of Valley of Brass is bleak and rusty, fitting well in to the archetype steampunk atmosphere we were aiming for. This game also features rigged models, which means that each animated model has a skeleton of sorts, that can be easily manipulated to create simple animation. Overall, I was happy with our original designs and how they fit the world.


Turn based fighting


The story of Valley of Brass takes place in a post-apocalyptic world in which machines have taken over and live ordinary lives in a mostly non-organic world. The player takes the part of a one harvester droid whose mission is to save all machine-kind.
The trick in writing the story was to have an epic narrative that would also naturally flow with the gameplay. That’s why the game tells the story via traditional dialogue windows a la old RPG games such as in Final Fantasy adventures. The story took approx. one week to write and polish to its current state. A few moments from the story had to be cut due to some constrains with the gameplay.



GameCamp Summer 2019: Sweating Bullets

Team Salt Mines

Aleksi Kervinen: Programming
Miika Minkkinen: Modeling, art
Tommi Mäkeläinen: Modeling, art
Pasi Mäkitalo: Programming, level design


Sweating Bullets

Game Idea

Sweating Bullets is a multiplayer first person shooter with customizable playmodes. Theme revolves around steampunk Cold War, in which U.S. and U.S.S.R. spies eliminate each others.

Players can find different weapons during the match that will help killing the enemies. The host player can customize match rules, like player cap and kills to win. In addition, they can choose between normal and instagib mode, depending on if they prefer steadier action or OHKO duels.

The game has two different levels: Arena Factory and Desert Town. Arena Factory has multiple corridors that connect to the center hall where most of the massacre takes place. On the contrary, Desert Town offers narrow and maze-like areas with an option to take cover more easily.



Rather than arguing over different game ideas, our team decided quite unanimously to make an fps game. There were many factors leading to this conclusion: the genre was liked by the team members, we had a lot of time to work on the final game, and our programmer was intrigued by the scripting of client-server feature.

The first idea was to make team battle, considering our theme (U.S. versus U.S.S.R.) but free for all was the gamemode we had to begin with. During the playtesting the game felt pretty entertaining (which is rare feeling with so ‘low-effort’ game) so we left it that way. Addition of custom rules, different guns, player board, level and model designs as well as soundscape made the game feel even more enjoyable.



To name a few challenges, the player models were somewhat a problem. There were some exporting problems and managing the 3D-model hierarchy. And let’s admit it, the programming of working client-server feature isn’t the easiest job. Despite the difficulties, we managed to put it all together with minimum flaws.

Overall we were more than impressed with our finished game. One could say that making a solid multiplayer fps game during five weeks is a bit ambitious but our team accomplished that. Team’s strength in different areas combined with our daily work helped to make this happen.


Download our game in the link below:

GameCamp Summer 2019: 3D-Racer Extreme

Team Undefined

Heikki Kangas: Coder
Arttu Knuutinen: Coder
Anton Isohella: Artist
Mikko Laitinen: Artist


3D-Racer Extreme

The Game


3D-Racer Extreme is a racing game(duh). The goal of the game is to drive through a track specified by checkpoints. The game has two levels.



The idea for the game came from our previous 2D racer project. Artists focused on creating the terrain and models for the checpoints and various props in the game.

Unity offers quite powerful tools for creating terrain out of the box. As such the process was quite easy. There was a model made for the car but we never implemented it.



The car we used was a prefab from a free package. It had premade scripts for the driving, which made it easy to modify them to our liking. The coders made the scripts for the camera and checkpoints. Everyone tested the driving to get the feel right.

The game has not been released.


GameCamp Summer 2019: Fallout City

Team B-Rap Boys Extreme

Jami Salonen – Programmer
Timo Sissala – Programmer
Kalle Saarinen – Programmer
Saku Pajari – Artist

Fallout City

The Game

Fallout City is city builder game where you try to build city in post-apocalyptic world. As your population rises, your citizen unlocks different “Needs” like safety and healthcare that are fulfilled with new buildings that are unlocked at the same time.

Fallout City isn’t 100% complete yet, for example its missing way you can lose the game and some other minor things.

We had a lot ideas for mechanics and other stuff that never made it into the game, mostly because of the lack of time.


At the start it was kind of difficult to get enough things to do for 3 programmers, also we had a lot of skill level differences in programming so it made it even more difficult at start.

We had some problems with Unity’s own isometric tilemap, but after figuring out how it works, most of the development went without any bigger problems.

At this moment we also had rough idea of which game mechanics we needed to drop out so we would have somewhat playable game before final day of the project.

In the end our game missed some core ideas we had planned, but one of our team’s main focus was on learning game development.

GameCamp Summer 2019: Steampunk Shooter

Members of ‘Työttömät’

Ville-Veikko Nieminen: programmer; player behavior, UI designer
Toni Silventoinen: programmer; physics & enemy behavior
Jouni Lahtinen: 3D artist
Teemu Kivioja: 3D artist, level designer

Steampunk Shooter (working title)

The Game

Steampunk Shooter is an FPS (first person shooter) in which the player tries to survive in a city which has been taken over by robots. Player has two guns to choose from: a handgun, weaker in terms of damage and range but has infinite ammo, and a railgun, a rifle-like gun with greater damage and range but has limited ammo. Player also has a jetpack which allows for a short burst of flight.

The main enemy players face are humanoid robots of two variants; gun wielding and bare-fisted. Robots with guns stand back and try to shoot the player from afar whilst bare-fisted robots try to rush to the player and beat them with their fists. When player kills an enemy they may drop some extra health or ammos for the player to help them progress. At the end of city there is a giant spider robot who serves as a final boss. Player wins the game by defeating them.


Robots patrolling in small group.


Enemy behavior

Enemy spawn points contains prefabs of enemies and patrol points.
They have ability hear from fixed distance, calculated from navmesh path. Additionally they can navigate to the next corner where sound was coming.

Enemy ability to see have been made with direct raycast to player and calculated angle as see cone, if player is seen enemy comes directly to shoot (or hit) distance and attacks. Hit rate is randomized. If player is only heard enemy checks sound source point and after goes back to patrol points. If player is seen and then not, enemy goes fixed distance to direction where player was seen to go and then starts random patrol there.

Final boss have also ability to spawn little spider robots.

Final fight.
Enemies coming
Railgun scope view


We started the development wanting to make an FPS game but we didn’t know what kind of theme it would have. We settled on a steampunk-ish theme pretty quickly.

Throughout the development we thought of new ideas and mechanics to include and whilst some were included some had to be left out. Originally we wanted to have more guns for player to collect and use but eventually we settled on the two guns available. We also wanted to give player some melee option but as the deadline came closer and no development was done for it we decided to give the handgun infinite ammo instead so player always has some way to progress.

Overall there are lots of things that could be made better and we believe it could be made to into a great game if we were to continue its development.

GameCamp Summer 2019: Flail or Die

Team helpDesk

Elias Pohjalainen – Programmer/ Artist
Santeri Saraluhta – Programmer/ Artist

Flail or Die

Flail or Die is unique multiplayer arena game. Game mechanics are fun and simple to grasp. Player controls a plain character equipped with a medieval flail. Characters are battling against each other atop the tower. The last man standing is the winner. In addition to hitting another player with a flail it is possible to fall to the death from the tower or disarm an opponent.
Game visuals are made clear for a player. Art style is based on medieval era. Props on the tower are minimalistic to help keep focus on the game. Characters are quite colourful to further differiante characters from each other.
Flair or Die has a starting screen where players can join the game. After joining the game a player can identify his/her character by controlling the characters hands. This neat trick opens a new whole minigame for player to have fun with.


Game idea is based on all the similiar top-down arena fighting games. Visuals are simply from generic medieval times apart from the character design. Characters are kept as plain as possible to keep them visually appealing for the audience.
Game is using Unity engine, 3D-design is made with Blender graphics toolset, and some textures are done with GIMP image editor. Sound design is outsourced. Five weeks were spent on the developing of the game.

GameCamp Summer 2019: The Guardian of Dawn

Team Spaghetti Games

Jaakko Panula – Programming
Eetu Tirkkonen – Design, Music
Roni Kähäri – Art
Miika Ronkainen – Art

The Guardian of Dawn


Awake again, after eons of sleep. Why now? What came before?

The Guardian of Dawn is a top-down adventure game set in a verdant forest of time long past. You must seek out curious relics to forge your way forward and find your purpose.



The game features two different items that let you traverse the world in different ways. The holy flame will light up dark areas and let you burn enemies, and the teleporter orb will let you instantly move as far as you can throw. The Guardian can also attack enemies with his fists, as well as block incoming attacks.

The game features two original piano-focused songs to set the mood, amazing colors and environments to explore and a protagonist who, while silent, is totally adorable.



Arrow keys / WASD – Movement
F – Attack
G – Defend
H – Spark flame
H (hold) – Extinguish flame
J – Throw teleport orb

GameCamp Summer 2019: Lost Station

August 1, 2019

Team Lost Vacation

Eetu Pälsynaho: Programmer
Juuso Toivanen: Artist
Petri Virtanen: Artist
Antti Peltola: UI & Effect designer

Lost Station


Lost Station is retro quality from Lost Vacation

Lost Station is a retro-style 2D-platformer where you play as a mysterious space boy (or girl, no one knows) sent to explore a long-lost space station. The goal of the game is to complete all eight levels filled with mutant tardigrades – or die trying.

The game features floaty, free-form movement, designed to let the player tackle challenges in multiple ways. You can jump high with moon gravity, fly around with your jet-pack, and kill enemies with your butt-stomp. The levels are a sci-fi-themed wild ride, with plenty of verticality and wide jumps to conquer.


The idea for the game came early for us. We made earlier a proto game named ‘Moon Mario‘ and decided to make an amazing game out of it. We obviously wanted to do something bigger, so by the time the second month of GameCamp rolled around, we were able to do eight levels and were really happy about it.

During the development, we faced a few problems with the engine and scripting. We don’t know if we did some things wrong or were just plain unlucky, but in some cases even the senior students couldn’t help us. We also faced some problems with implementing the audio. That is the reason for the sounds not being that vivid.

GameCamp Summer 2019: Cyber ‘up

Team OmegaOof

Toni Vänttinen – Programmer
Jimi Savola – Programmer and Sounds/music
Lauri Laiho – Artist
Juhani  Nevala – Artist


Cyber ‘up

Game idea

The idea was to make a side scrolling beat em up game with cyberpunk theme that had some rpg mechanics. The player has punch, heavy punch and a block to use and in the second level if the player has enough money the player can upgrade his fist. The player progresses through two exciting levels to win the game.


The scope of the game was originally bigger with more enemies, upgrades and weapons. However as the development progressed, we had to narrow down our ideas and make decisions on what were the most important elements and ideas we wanted to keep. In the end we kept only one of the weapons as a permanent upgrade as rest of the initial ideas didn’t fit the theme or we deemed them as low priority features to add. The core gameplay we wanted was achieved nonetheless.



We wanted to make the game look as cyberpunk as possible with synthwave music and neon lighting. Making the lighting work in the game was hard, but we got it to work in the end and we think the lighting makes the game stand out. Artstyle used was pixel art because both artists were familiar with it and pixel art is cool.



WASD – Movement
Left mouse – Punch
Right mouse – Heavy Punch
Space – Block
E – Interact


Download link:

GameCamp Summer 2019: Ancestral Recall

Team Makkaraperunat

Sami Sipari – Programmer
Santeri Sivula – Programmer
Ville Heikkinen – Artist
Toni Mutanen – Artist


Ancestral Recall


Ancestral Recall was supposed to be an adventure game where the player would fight against monsters, solve puzzles and do reaction based feats to progress in the game. The player would also gain the attributes from his previous playthroughs (the characters ancestors). But due to problems with development the it was decided to simplify the game into a turn based combat game, where you and the enemy decide three moves that will be executed simultaneously. The point of the game is to clear maps with a boss at the end of each map. Defeating the boss gives you an ability related to the boss (Not implemented because of development issues).


Battles are pretty much rock-paper-scissors