Pikkuli's Pet is a 2D mobile game developed for iOS and Android as part of the Pikku Kakkonen app, a collection of games owned by YLE (the Finnish Broadcasting Company). The game is designed for children and focuses on fostering emotional intelligence.
The game is divided into two parts: a pet-raising simulation and several emotion-based minigames. In the pet-raising simulation, players help Pikkuli nurture a caterpillar named Toto into a butterfly by attending to its needs, unlocking new minigames and features as they progress. The minigames, such as a memory game, coloring book, and interactive comic, teach players about emotions while rewarding them with collectible stickers.
I contributed to the development of the memory card minigame and parts of the sticker book system. The memory game features three modes: easy, normal, and emotion identification, where players match cards depicting various emotions shown by Pikkuli and a butterfly. Upon completing each minigame, players receive stickers to add to their sticker book.
This 3D action game was developed for the OiOi interactive touch wall at XAMK University’s Kouvola campus as part of the "Contents for Cross-Cultural Events" project. The game is inspired by the theater production The Comedy About a Bank Robbery and is primarily aimed at local high school students who have attended the play, enhancing their experience by allowing them to participate in a simulated "bank heist" escape.
Players form a team of three bank robbers, beginning their escape from the vault after stealing a red diamond. Along the way, they collect additional loot while avoiding guards. Success in the game relies on teamwork, as only coordinated players can accumulate enough points to place on the leaderboard alongside other “criminal masterminds.”
As part of a two-person programming team, my responsibilities included designing and implementing the collectable loot system, creating three enemy types, managing the audio system, and developing the leaderboard feature.