Maybe I'll do that soon๐คAnyway, if you have a project where you need an experienced software developer or even the full tech lead package, drop me a message!
Posts by AnttiKole ๐ Wishlist Choppa: Rescue Rivals!
Adapting to a new environment is never a problem. Right now I'm shipping Choppa: Rescue Rivals (Switch + Steam, 2026), and I was heavily involved in Turbo Dismount 2: if you want to know what went into it, I could write a full post about the webcam face replacement feature.
...or you need someone who can both write the code and understand why a game feels good: I'm available from May onwards. C#, architecture, CI/CD, mobile ports, DevOps... I've built everything from Nintendo Switch ports to industrial dashboards.
I've been building software and games for 20+ years, and the energy is still going strong. I run a small game studio (Parta Games), and alongside our own projects we also take on consulting work. If your project has a Unity problem nobody can solve....
partagames.com/anttikole-re...
Current status: Artemis II livestream with daughter who seems to have the same nerdy interests as me ๐
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(also sheโs in a cat costume, because of course she is) ๐น
Oh fun. I forgot about the allergies again. My nose canโt seem to forget. ๐คง
Thatโs a perfectly cromulent cliff by the sea
Now that my tenure in a some client projects is coming to an end, one question is plaguing my mind:
Would you hire this guy?
www.partagames.com/anttikole-re...
Who can say no to such dramatically improved chopper visuals?๐
It's OUT!
#TurboDismount2
The greatest physics-based comedic racing game and sandbox ever attempted!
store.steampowered.com/app/2280350/...
#indiegame #gamedev #Steam
I got into the industry when I was 28 (was a long-time hobbyist dev before that). I totally thought for a long time that I'm already too old and past my prime and everyone is at least 10 years ahead of me ๐
Thanks. Totally feels like a completely new chapter of my life is revealing itself in real-time. A surreal, but a very happy feeling.
Yes, yes. My work continues. Choppa: Rescue Rivals is almost done! Turbo Dismount 2 full release is already announced! Things that I've been dreaming about and working on for several years are suddenly happening and coming to a close FAST. It feels a bit crazy TBH.
Just about a month later and I'm back! Excited to announce that I'm now a 2x dad! I have two beautiful and amazing kids! I've never been happier โค๏ธ My life is full!
Iโll be returning to work sometime in February, and weโll continue finalizing Choppa: Rescue Rivals then. The launch date announcement is looming on the horizon...
Happy New Year! In preparation for the birth of my second child (arriving next week), my team and I have been on a bit of a semi-hiatus from anything other than customer work since December. After next week, Iโll be going into full hiatus mode (also known as parental leave). Wish me luck & see you!
It's the Winter Stunts Season in #TurboDismount2!
Now -30% on #SteamWinterSale
store.steampowered.com/app/2280350/...
#indiegame #gamedev #Steam
Gonna tell my kids in 2050 this was the iPhone 26 Liquid Glass UI
This change totally BROKE my game! #gamedev #indiedev #gaming #indiegames #steam
Absolutely crazy stuff for a lifelong fan like me. 10/10 would experience again, but probably canโt, ever, and thatโs simply amazing.
What made it even more special was the participation of Sumio Shiratori, the composer of the songs. And his wife, Emiko (who sings the original, beautiful Japanese songs) performed live! And they even got the original Finnish narrator from the series, Leena Uotila to narrate the concert.
Just witnessed an actual once-in-a-lifetime concert in Helsinki: Orchestral music from the 1990s Finnish-Japanese Moomin tv-animation that so many of my generation (and younger) hold dear. There was a range of emotion present that is almost unheard of.
Thanks. I guess seeing a bunch of hater comments about taking so long a few days ago kinda got stuck in my mind a little bit. Even though I keep getting a lot more encouraging comments nowadays. Weird how that works.
Anyway it has slowly gotten better as I've been forced to rewire my brain to another kind of pace. My family is growing, which helps put things into perspective. They are the world to me and sitting on the computer at work while life goes by fast, is not very high up in my bucket list anymore ๐
Also you get called out by some folks a lot because you're not shipping as fast as you used to, which is a bit toxic honestly. And yeah, I know it's not good lollygagging around, we should still finish features at a decent pace and not run out of funding. But that's not really the point I'm making.
My brain was already hardwired to the pace of launching several smaller games a year, so I couldn't help it. Also it did not help that some of my peers were (or are) still in the same grind. You can't help but compare.
It's not very healthy when you're deliberately starting a multi-year project and during the first 3 months you start making dumb quick'n'dirty technical decisions because "launch is right around the corner".
It's interesting how, when I was younger, I burnt myself out shipping lots of games, sometimes multiple a year, then tried to settle into making less but bigger games in the span of a couple of years and NEVER got rid of that nagging feeling of "I should've shipped already".
2 months have already passed and I haven't even blinked yet