Jussi Kemppainen @jkemppainen.com · 29/09/2026More footage from my own game engine's bundled demo game in progress. Lately I have been going trough the actions and verbs and adding animations to everything. #indiegamedev #adventuregame #Pixelart 191
Jussi Kemppainen @jkemppainen.com · 17/09/2026clickwork.jkemppainen.com Always wanted to do your own sweet retro point and click game? I got you covered! Beta test starting soon!clickwork.jkemppainen.comClickwork · The point-and-click adventure studioEvery part of an adventure game, made in one place. Runs in your browser, your project stays on your disk. 152
Jussi Kemppainen @jkemppainen.com · 14/09/2026i botched up the url: clickwork.jkemppainen.comclickwork.jkemppainen.comClickwork 020
Jussi Kemppainen @jkemppainen.com · 14/09/2026My bad, the beta link shoukd ne clickwork.jkemppainen.com 🫣clickwork.jkemppainen.comClickwork 000
Jussi Kemppainen @jkemppainen.com · 14/09/2026I am opening my point and click engine for beta testing. Apply for the test at clickworks.jkemppainen.com #adventuregame #indiegamedev 2114
Jussi Kemppainen @jkemppainen.com · 12/09/2026More work done on my pixel art game engine. Advanced particle effects, fully redone UI, support for managing and creating in-game menus and much, much more! #adventuregame 1111
Jussi Kemppainen @jkemppainen.com · 11/09/2026Yes Powerquest is a benchmark I am striving for. In multiple areas, like the realtime lighting, particle effects and 3D environments and animation tools I plan to surpass them by quite a bit. I am going a bit heavy on that side. Naturally games built with Clickwork do not need to use those :D 020
Jussi Kemppainen @jkemppainen.com · 11/09/2026Thanks! I wanted a tool that side steps everything unnecessary and just gets you making the game while looking good doing it! 001
Jussi Kemppainen @jkemppainen.com · 11/09/2026hotspot creation etc is very snappy and simple here. naturally a focused engine like this is always going to be more restricted. But I am hoping I can provide toolset that allows the creation of bad-ass point and click games! 210
Jussi Kemppainen @jkemppainen.com · 11/09/2026www.jkemppainen.com/company/dino... comment on this post if you like to be in the test group-. I am looking for people who are experienced in game creation.jkemppainen.comClickwork - Jussi-Petteri KemppainenClickwork is a state of the art pixel art point and click game engine. It includes everything you need from programming to art tools. 220
Jussi Kemppainen @jkemppainen.com · 11/09/2026The engine has real-time lighting and shadows; 3D scenes (with option to go from flat 2d parallax to as complex 3D as you want); node based scripting language and Lua support, pixel animation tools, node graph based particles (with realtime lighting and scene reactions) and more! 130
Jussi Kemppainen @jkemppainen.com · 11/09/2026I am building a pixel art point and click game engine that includes everything from scripting to asset creation to animation (2d and 3d) and particle effects. a complete suite of tools for making the best kind of games: pixel art point and click! Clickworks. Opening for testing soon! #adventuregame 36510
Jussi Kemppainen @jkemppainen.com · 04/08/2026Silver BETA 6 is out for testing! Better everything* (*Film emulation) Join test at silver-photo.com/download/ 🐼 020
Jussi Kemppainen @jkemppainen.com · 03/08/2026Project website silver-photo.comsilver-photo.comSilver – Physically-modeled film emulation for Apple Photos. 000
Jussi Kemppainen @jkemppainen.com · 03/08/2026Overt the summer holiday I built a photo emulation software for high-end photo emulation on iOS and Mac OS, can be used directly in Photos in image edit mode. Super quick, easy! All feedback welcome! You can download the app for iOS and Mac OS in the following link testflight.apple.com/join/2zP3PKz5 130
Jussi Kemppainen @jkemppainen.com · 27/06/2026 I can feed in probe data to a material in runtime, but it breaks batching making the drawcall count absolutely blow up and make the perf worse. 000
Jussi Kemppainen @jkemppainen.com · 27/06/2026Yep this is roughly the idea. I calculate the reflecting light in each spot on the map and then apply this light to the meshes as an emissive pass. Unity's own light probes do a similar thing, but those can not be moved or created on the fly. 100
Jussi Kemppainen @jkemppainen.com · 26/06/2026The GI bounces affect everything in the world from vegetation to props and vehicles 050
Jussi Kemppainen @jkemppainen.com · 26/06/2026GI probes being recalculated in realtime to match shifting light scenarios. The probes could update every frame for ultra smooth look, but the game hardly needs that and I want this to run on the steam deck without issues! 140
Jussi Kemppainen @jkemppainen.com · 26/06/2026I also build a tech I penned GI stamps to allow meshes to bounce their color to the GI probes. It is a very subtle, but noticeable effect 130
Jussi Kemppainen @jkemppainen.com · 26/06/2026I am very happy that my "weird" idea for realtime GI capture worked! It is a subtle effect but adds so much to the grounding of the vehicles! 130
Jussi Kemppainen @jkemppainen.com · 26/06/2026It is not path tracing. but one bounce, 256 probes total. It is physically grounded math and it reads the actual world state: sand color, sun temperature, sky gradient and shadow distance. Later in the future I will add colour bounce from nearby structures, 130
Jussi Kemppainen @jkemppainen.com · 26/06/2026the shadow raycast and GI analyze only fires when a probe is dirty. once settled, zero cost. probes don't need to rebake at all. total per-frame cost at steady state: one bilinear lookup per vehicle. 130
Jussi Kemppainen @jkemppainen.com · 26/06/2026probes in shadow suppress the ground bounce and dim the sky away from shadow caster, creating nice occlusion. the suppression uses the occluder distance, letting more sky cast and bounce come trough in shallower shadow. 130
Jussi Kemppainen @jkemppainen.com · 26/06/2026ground bounce is: sun color * temperature * sun angle * sand albedo * bounce scale * shadow contribution. the sand color comes from the world manager. so the bounce color automatically tracks the terrain you are driving on 130
Jussi Kemppainen @jkemppainen.com · 26/06/2026the solution is a rolling 16×16 grid of ambient light probes. each probe stores spherical harmonics, a lightweight mathematical encoding of the full light environment at that position. the grid slides toroidally so probes only need to recalculate when they wrap around. 151
Jussi Kemppainen @jkemppainen.com · 26/06/2026vehicles in this game get hijacked mid-battle and thrown across five different biomes. each one has a different sun angle, sand color, and sky. baked GI is useless here: the world is fully procedural and randomized. 130
Jussi Kemppainen @jkemppainen.com · 26/06/2026day 608: ! built a fake real-time GI system for my game and it cost almost nothing to run! The warm sunset light wrapping under the car is not baked, not a probe volume, not a reflection capture. here is how it works 🧵 #buildinpublic #indiegamedev #unity3d 2456
Jussi Kemppainen @jkemppainen.com · 03/06/2026What would the apocalypse even be if you were not able to wash your cars! 1180
Jussi Kemppainen @jkemppainen.com · 20/05/2026and fun! If something is fun it will be in the game! 010
Jussi Kemppainen @jkemppainen.com · 19/05/2026Things built: procedural random settlement generation, online tooling for task distribution, levels and vehicles turned into data driven assets, UI refactoring and much more! Not shown in the video is all the optimization work I have done. There has been a lot of that. 070
Jussi Kemppainen @jkemppainen.com · 19/05/2026Still at it! Making the vehicular combat game of my dreams! Explosions! Twisted metal! Machine guns! Please enjoy the latest dev montage! 48814
Jussi Kemppainen @jkemppainen.com · 02/05/2026all feedback welcome if you end up trying the app. It is free! No hidden payments! 🙏🏻 www.jkemppainen.com/ruupeli/manualjkemppainen.comRuupeli 000
Jussi Kemppainen @jkemppainen.com · 02/05/2026jkemppainen.com/ruupeli/ I built a free web-app for parents with kids with ADHD or difficulty with executive function regulation. It has a timer and a can break repeating daily routines into easily digestible pieces with gentle weekly gamification. #neurodivergent #adhd 172
Jussi Kemppainen @jkemppainen.com · 26/02/2026Thank you! Wishlists are pretty important at this point! 🙏🏻 010
Jussi Kemppainen @jkemppainen.com · 25/02/2026The new trailer for my game is out on the IGN youtube channel! Like, share and subscribe! youtu.be/LL8b4WZL6w8?...youtu.beDrivers of the Apocalypse - Official Alpha Gameplay TrailerYouTube video by IGN 1133
Jussi Kemppainen @jkemppainen.com · 19/01/2026I would love to see a project that uses this exact style but in realtime 3D. Should be very doable. 110
Jussi Kemppainen @jkemppainen.com · 18/01/2026I love a good whodunnit! David Suchet’s Poirot is never boring to me. 000