“Essi is skilled game programmer with excellent work attitude and desire to learn new things. She can take responsibility on tasks and deliver them on time. I can gladly recommend Essi for game developer positions no matter what the underlying technology is, she can manage it.”
About
Activity
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Yesterday there was a major global computer outage. I'm sure you've heard about it. It was caused by a tool called CrowdStrike Falcon. Today I've…
Yesterday there was a major global computer outage. I'm sure you've heard about it. It was caused by a tool called CrowdStrike Falcon. Today I've…
Liked by Essi Jukkala
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WiGFi Mentorship is back! After last year's positive feedback we are excited to announce that this August mentorship program is happening…
WiGFi Mentorship is back! After last year's positive feedback we are excited to announce that this August mentorship program is happening…
Liked by Essi Jukkala
Experience & Education
Licenses & Certifications
Volunteer Experience
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Coach
codebar
- Present 6 years 2 months
Volunteering as a coach for codebar Helsinki frequently. Participating actively in codebar slack, being a guest in the "Get to know..." series as a game developer and hosting the session "Let's Build Flappy Bird" at codebar festival 2022.
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Secretary
We In Games Finland
- 2 years 7 months
Secretary of the board. Handling the official matters regarding the board meetings.
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Chairperson of the Council
The Guild of Electrical Engineering
- 1 year
Chairperson of the guild council
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Secretary, Vice-chairperson of the Board
The Guild of Electrical Engineering
- 1 year
Secretary of the board
Vice-chairperson of the Board helps the Chairman of the Board -
Secretary
Sähköklubi ry
- 1 year
Secretary of the board
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Master of Ceremonies
The Guild of Electrical Engineering
- 1 year
In charge of guild events
Publications
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Validating Puzzle Game Level Design Using Artificial Intelligence
Master's Thesis / Aalto University
In this thesis, a case study of developing an artificial intelligence tool for computer game design is presented. The game used, Ketsu, is a single-player puzzle game with novel mechanics of mirroring and combining. The levels for the game were handmade by a level designer, using an iterative cycle of adjustments and evaluation to achieve design goals. Such an iterative process is common in the game industry, but, as was the case with Ketsu, the process…Master's Thesis / Aalto University
In this thesis, a case study of developing an artificial intelligence tool for computer game design is presented. The game used, Ketsu, is a single-player puzzle game with novel mechanics of mirroring and combining. The levels for the game were handmade by a level designer, using an iterative cycle of adjustments and evaluation to achieve design goals. Such an iterative process is common in the game industry, but, as was the case with Ketsu, the process can be tedious and time-consuming.
Artificial intelligence has been successfully used to replace manual work in game development. In particular, artificial intelligence can emulate player behaviours, and can be used to validate game content. In this thesis, we explore the possibilities of AI to validate a level designer's intent in the game Ketsu. We demonstrate how AI can be used to provide more immediate feedback than testing with human players, by implementing a tool for visualising and validating level solutions.
Our results indicate the tool is useful: It approximately halved the time needed for each level design iteration, allowing the designer to estimate the solvability, playability and difficulty of a level without conducting costly user testing with real players.
The success of the tool highlights the importance of developing intelligent tools to empower level designers. By reducing the need to perform tedious tasks, mixed-initiative tools such as ours can help designers better focus on the creative aspects of creating levels. Additionally, as such tools help minimise the time and human resources needed in creating levels, they can lead to significant savings in the content generation pipeline. In a time of active research in developing artificial intelligence to aid in content generation, our work highlights the potential of mixed-initiative tools for level design. -
Suuren dynaamisen alueen tone mapping -algoritmit
Bachelor's Thesis / Aalto University
Projects
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Ketsu games
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A puzzle game for mobile, about mirrored movement and symmetry. I did part of the programming, done in Unity with C#.
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Save the plant
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A 3D puzzle game, I did level and general game design, done in Unity with C#.
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Kuplajesse, a clone game for Game Project course
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A clone game from Bubble Bobble for Game Project course at Aalto University. 3 person group with 1 programmer (me), 1 artist and 1 sound designer.
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Data center network with software-defined network
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Course work for Computer Networks II (T-110.5111).
In this assignment, we had to complete two tasks. First, we emulated a simple data center network using a network emulation tool called Mininet. The network was a fat-tree-like topology and hosts connected to Openflow-capable switches. The fat-tree contains redundant paths between switches from consecutive layers for fault-tolerant and load-balancing capabilities. After that, we were required to write a SDN controller application…Course work for Computer Networks II (T-110.5111).
In this assignment, we had to complete two tasks. First, we emulated a simple data center network using a network emulation tool called Mininet. The network was a fat-tree-like topology and hosts connected to Openflow-capable switches. The fat-tree contains redundant paths between switches from consecutive layers for fault-tolerant and load-balancing capabilities. After that, we were required to write a SDN controller application implementing the shortest-path forwarding between hosts.Other creatorsSee project -
Wireless LAN site survey
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Course work for Computer Networks II (T-110.5111).
This topic had two tasks. The first one was to conduct a quick wireless LAN site survey in which
we had to locate the roaming spots (e.g., wireless spots that are covered by different APs) of the
aalto open network in one specific building. After that, we were required to examine the roaming
capability of the Aalto open network. The second task, which was also the main task, required us
to observe how the data…Course work for Computer Networks II (T-110.5111).
This topic had two tasks. The first one was to conduct a quick wireless LAN site survey in which
we had to locate the roaming spots (e.g., wireless spots that are covered by different APs) of the
aalto open network in one specific building. After that, we were required to examine the roaming
capability of the Aalto open network. The second task, which was also the main task, required us
to observe how the data link/IP/transport/application layers behave while physically moving our
wireless device(s) between the coverages of different APs.Other creatorsSee project -
Software project for Futurice
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School project in Aalto University, for Futurice. Group of nine people, for course Software Project. Grade 4 (out of 5).
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C++ Angry Birds clone
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School project in Aalto University, course of C++ programming, group of four people. Grade 5 (out of 5).
Languages
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Finnish
Native or bilingual proficiency
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English
Full professional proficiency
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Spanish
Elementary proficiency
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Swedish
Elementary proficiency
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