Jussi Kemppainen
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jkemppainen.com
Jussi Kemppainen
@jkemppainen.com
VFX Lead Max Payne remake @ Remedy & indie solodev, founder Rovio animation studio
Games | animations
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I am solo developing a bonkers vehicular combat grapple hook game, Drivers of the Apocalypse, on my free time.
bonkers vehicle combat game dev day 420 & 421: small things. I added pooling to the bullet trails effects and made them fade out gracefully and added support for water impact VFX for the bullets.
November 10, 2025 at 7:37 PM
dev day 416: a quick update on the burrowing effect to include terrain deformations and particles.
November 4, 2025 at 9:41 PM
Happy halloween everybody! Do not eat too healthy! #Halloween2025
October 31, 2025 at 11:17 AM
I was just there sunday last week. would have been a short visit today.
October 19, 2025 at 12:54 PM
Reposted by Jussi Kemppainen
ICYMI: KEEPER HAS AWAKENED!

Join a sentient lighthouse and its spirited seabird companion for an odyssey of mystifying metamorphosis *right now* on @xbox.com and @steampowered.com!

We'll see you on the other side...but on the other side of what, exactly? 👀

doublefine.com/games/keeper
October 17, 2025 at 9:02 PM
@leepetty.bsky.social Congrats on the launch of Keeper! The game looks awesome!
October 17, 2025 at 9:00 PM
Vehicle combat solodev day 402: update on boring machine! VFX polish, timing, small tweaks on burrowing.
October 8, 2025 at 10:45 PM
dev day 401:
The boring machine can now finally bore!
Thank you all for your great feedback 🙏🏻 I did spend day 400 just replying to you all!
now, what cool gameplay could there be for this VERY overpowered worm? Now is the time for suggestions!
October 7, 2025 at 9:18 PM
dev day 399: mock-up of the look, feel and motion of the boring-worm-machine. Thanks @cohhcarnage.bsky.social for the inspiration on the design 🙏🏻
October 5, 2025 at 9:11 PM
dev day 398: I am not saying you get to play as a massive weaponized boring machine tearing apart the desert, but you absolutely get to play as a massive weaponized boring machine tearing apart the desert!
October 4, 2025 at 11:15 AM
Dev day 396:
Hovebike first pass. Flotation, propellers and kick-off VFX added! Hoverbikes will not be common in the game, but there will be some by the end! (And other weird s***t)
#solodev #IndieGameDev
October 2, 2025 at 8:58 PM
vehicle combat dev day 395:
I implemented wheel-less driving to prepare for hover bikes/craft, flying units and something even cooler down the line. I am honestly surprised at how fun the gameplay is with a floaty hover-unit! #IndieGameDev #gamedev #hoverbike
October 1, 2025 at 6:22 PM
vehicluar combat solodev day 393:
I may have turned the deformation value too high on the new school bus vehicle type :D
What has not been talked about too much is that the project now has had a writer on board and we have been writing the story in earnest
#realtimeVFX #solodev
September 30, 2025 at 6:28 PM
Day 392, thanks to the ever generous @JPowersArtist for making me not only one, but 2 miniguns for my game! #indiegamedev #buildinpublic
September 29, 2025 at 4:54 PM
razy-desert-grapple-gun-vehicle-combat-project gamedev montage from the past 100+ days. The prototype playtest is still on-going! #screenshotsaturday #solodev #indiegame #gamedev
youtu.be/zkYZgwUtWrc?...
382 days of gamedev
YouTube video by Jussi-Petteri Kemppainen
youtu.be
September 20, 2025 at 11:11 AM
Here is my game's mesh blending feature in action #indiegamedev #gamedev
September 16, 2025 at 9:15 PM
Dev day 382: I ported mesh blending to Unity 6
The effect has been making its rounds online for Unreal and I WANTED IT FOR UNITY! and Finally I have it in my game. It is so nice to get rid of the nasty seams in my procedural mesh based world!
#wishlistwednesday #VFX #UNITY
September 16, 2025 at 9:06 PM
day 379: Many play testers asked "why does the car I just jumped away from keep fighting me?"
Well, because the original driver is there with you all the time! The animation in this clip is all procedural, no keyframes! #solodev #unity3d
September 7, 2025 at 7:26 PM
vehicle combat game dev day 378: added final polish to my super simple driver dynamics + hand IK + LODing replacement. Never mind the completely off animations (these will not be Flintstones cars) the tool is now feature complete! #solodev #gamedeveloper #animated
September 7, 2025 at 6:57 AM
dev day 378: In order to make these as lightweight as possible, I started to work on a simple animation controller for the drivers inside the vehicles. They do not need to do much. Just steer, hop from seat to seat and react to vehicle physics and have some emotes. #indiegamedev
September 6, 2025 at 4:22 PM
Crazy-desert-grapple-gun-mayhem solodev day 374: I polishes the AI a bit to take some of the terrain into account while driving around and to be able to detour after getting stuck on a steep slope. #wishlistwednesday #solodev #gamedev
September 3, 2025 at 4:26 PM
vehicular combat Drivers of the Apocalypse solo dev day 371: finally started work on the snow biome. Immediately it unearthed a host sand only features I had built and needed to generalize. #solodev #wishlistwednesday #indiegame
August 27, 2025 at 3:05 PM
solodev day 364: hotspots in overworld scene always visible and describe the functions better. The game's prototype playtest is still ongoing! I am thirsty for your feedback! #IndieGameDev #gamedev #UI
August 22, 2025 at 9:37 AM
Drivers dev day 364: Physics objects can now have trajectory prediction, giving a little bit better idea where the bombs will land.
AI got upgrade where they can break a pattern where you chip away at their health from afar. Playtest build updated. #buildinpublic #indiegame
August 20, 2025 at 5:58 PM
Vehicle combat game dev day 363: year days working on the project flew by! The play-test is still ongoing, and based on the pain points people have been encountering, I added more informative texts around the UI and reshuffled some things a bit!
#IndieGameDev #indiegame
August 19, 2025 at 7:29 PM