
Emil Lehtola
Tools & Engine Programmer
Lady of the mine

Genre: First person,
Timeframe: 16 weeks
Reference Game: Amnesia
Engine: Arinn Engine (Custom Engine)
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A cave exploration game about staying in the light and escaping the cave. During this project I focused heavily on upgrading the engine and its tools.
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My Contributions:
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Level Editor
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Sound Implementation (Wwise)
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Forward Rendering (With Deferred)
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Decals
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Custom Shaders + Shader Tool
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Saving & Loading Levels
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Scene Management
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UI
Spite: A Shieldmaiden's Vengeance
Genre: Isometric Action RPG
Timeframe: 13 weeks
Reference Game: Diablo III
Engine: Arinn Engine (Custom Engine)
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A diablo inspired third person RPG adventure. First game built in our own custom engine. I worked on developing both the engine and the level editor at the same time.
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My Contributions:
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Level Editor
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Engine Structure​
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Deferred Rendering
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Lua Tools
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Culling​
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Lighting
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Modelviewer
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VFX
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AI​​

Soul Mates
Genre: Puzzle
Timeframe: 6 weeks
Reference Game: Ilomilo
Engine: Unity
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A puzzle game for the mobile platform about uniting two characters by solving various tricky puzzles. This was the second project at TGA and it won best mobile game from TGA that year by a comité over at google games! It even got published on playbutik!
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Link to game: PlayButik​
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My Contributions:
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UI
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A* algorithm for enemies
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Input reading for mobile devices​​​
Carl off Duty
Genre: Isometric Action RPG
Timeframe: 7 weeks
Reference Game: Tunic
Engine: TGE (Custom Engine)
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A top down adventure in TGA's custom engine TGE. The reference game was Tunic
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My Contributions:
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UI
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Breakable Objects
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Component System
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Scene Management
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Gameplay
Schrödinger's Purr-Suit
Genre: Runner Game
Timeframe: 5 weeks
Reference Game: Subway Surfers
Engine: Unity
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​A fast paced runner adventure about escaping Erwin Shrödingers lab. One of the first projects I worked on TGA so I was still fairly green to coding.
Link to game: Itch.io
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My Contributions:
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UI
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Stage & Scene Management