jaakko

sukuvaara

COO & Founder

COO & Founder of Hovi Production, an indie game studio based in Jyväskylä

Professional

Junior Software Developer working with C# and ASP.NET in web development at Pinja


Highlighted projects

Wrapped

Play as a packing center worker bubble wrapping items to send in packages. Developed in 48h for Global Game Jam 2025 in Finnish Game Jam 2025.

Wrapped

Year Theme Team Links
2025 Bubbles Jaakko Sukuvaara, Lauri Lyytikäinen, Atte Saari Itch.io, Github, Global Game Jam

Wrapped is a game about packing packages with bubble wrap made for the Finnish Game Jam 2025 with the theme of bubbles. The game was made with a 3 person team in 48h in the Godot game engine, where I was a programmer

My Role

Me and Lauri divided the programming between the two of us for this game. During the jam I developed the main menu, day change menu, the different types of items and the logic for the boxes

Items

During the jam I developed the item spawning and implemented all of the items into the game. In total we managed to make 8 different types of items into the game

Different items of Wrapped. A lamp, melon, fish, book, mug, gpu, plant and a vase

One of the reasons we were able to have so many items was the system that could effortlesly handle any types of items. This made it also possible to make interesting items, such as the fish that flops around on the table

Main menu

With the robust item system we had in place I was able to quickly develop a Main Menu that thaught the player quickly the main mechanic of the game by making the buttons draggable objects that had to be placed into the box

Main menu of wrapped with the start button hovering over the box

World

I was also able to design the world and lighting for the game using the 3D assets made by Atte. With the design, lighting and assets we were able to achieve a polished look for the game in such a short time. Below is a video of the games evolution during the jam

Slug Wars

The debut game of Hovi Production, a multiplayer thirdperson shooter game where you play as sea slugs against other players!

Slug Wars

Slug Wars icon

Slug Wars is the debut game of Hovi Production. It's a thid person online multiplayer game developed in Unity. The team consisted of 8 core members and several contractors and freelancer providing development and assets to the game. The game had development time of ~1 year.

My Role

During the games development I worked in the role of Programming Team Lead which consisted of leading a 5 person programming team, multiplayer programming, architecture, CI/CD, implementing Agile -working methods as well as coding practices and reviews to the team

Programming

In the project I developed multiple key systems into the game. Among these are the shooting system, effects system and several power up that can be found in the game.

In addition to gameplay systems I developed analytics for the game using Unity Analytics -service, allowing the team to monitor the game in beta testing and analyse player behavior in the game and adapt accordingly

View of Slug Wars player slug in the Unity editor

I also helped refactor the code base allowing for the system to be expanded as the game grew out of its original game design into something greater. With these refactoring I enabled the team to develop the game more quickly and more easily than before. The refactoring also improved the games preformance on the computer and over the network in a measurable amount.

Team lead

In the development of the game I leveraged the previous professional experience I had as a programmer and took on the leadership position in the team. In this position I helped other programmers and guided them in the development of the game as well as planned the programming side of the games development and divided the tasks to the other programmers.

Image of cumulative flow diagram for Slug Wars Jira

Having worked in Agile teams before I saw a great opportunity to bring the team to the Agile methodology. This was done through internal training and introduction of industry standard tools like Jira. The team adopted Agile well and it improved the project management and team communication during the development. With Jira we were able to track issues and features better and faster, allowing us to release Beta builds quickly.

CI/CD

When we released Slug Wars to open beta on itch.io I saw an opportunity to implement CI/CD pipeline for the game to allow us to have faster releases. Previously the game was build and released by hand, which was slow and prone to error. To fix this I implemented a CI/CD pipeline with Github Actions to build and release the game automatically to itch.io

Image of CI/CD pipeline runs in github

The pipeline was set to generate development build every Sunday, for quick testing, and a release build for every git tag to make sure that there was always a stable build available for a player. After building the cache, the pipeline took ~10 minutes as a whole and it was used 47 times over the development of the game.

Long Laugh The King

A game about trying to entertain a king by forming jokes from cards. Developed in 48h for Global Game Jam 2024 in Finnish Game Jam 2024.

Long Laugh the King

Year Theme Team Links
2024 Make me laugh Jaakko Sukuvaara, Lauri Lyytikäinen, Atte Saari, Leo Äijälä, Saarni Holva Itch.io, Github, Global Game Jam

Long Laugh the King is a card game developed for the Finnish Game Jam 2024 in Kajaani. The goal of the game is to form jokes from cards to make the king laugh so that he doesn't get displeased with you. The game was developed with Godot with a team of 5. In the team Me and Lauri were programming, Atte and Leo were doing art and Saarni was responsible for the sounds of the game.

My Role

As programmers me and Lauri decided to try and learn to use Godot during this game jam. Since we didn't know the engine that well at the start we didn't have clear responsibilities. But at the end of the project the biggest systems I had done for the game were the logic for point system and random events. Including how the cards are counted and how the custom effects affect the points received.

Cards

Iso Tammi gameplay image

The idea for the card system was to have three types of cards: Theme, Subject and Punchline, represented by red, blue and green cards respectively. By combining the cards in the right order the player would've created a complete joke. By combining specific cards with each other the joke would be funnier or more offensive to the king.

Challenge

The biggest challenge implementing this system was how to handle the card relationships to each other. By having ~30 cards all with relations to others, the assignment and management of these cards in the time frame of the game jam would've been extremely difficult.

To ease this I implemented a system to read the relationships out of a csv file. This enabled us to use an existing system, like Excel, to assign and manage the relations ships easily.

Iso Tammi gameplay image

Close to the end of the jam we were even able to balance the game by adjusting these relations in the csv file, since it was so trivial.

Random Events

Iso Tammi gameplay image

At the end of the jam I challenged my self to implement random events into the game. The events would include a random character visiting the king's court and affecting how much points each card could give.

I was doubtful I would be able to complete this system in time for the game jam deadline, as none of our systems were implemented to support this. But at the end of the day I managed to squeeze it in!


Highlighted experience

Military virtual instructor

During my mandatory military service in the Finnish Defense Forces I served as senior virtual instruction support along with other conscripts.

Military virtual instructor

During my mandatory military service in The Finnish Defence Forces I served in the virtual instruction unit in Kainuu Brigade for 9 months. I was the senior of the unit and managed our four person unit under our captain's leadership

Main responsibility of the unit was to help and guide in virtual training of other conscripts in Bohemia Simulation's Virtual BattleSpace 3 (VBS 3) and SAAB's Ground Combat Indoor Trainer (GCIT). The unit was also tasked with the maintenance and upkeep of these simulators and their training scenarios.

Along side our main tasks I developed and maintained the unit's web-based class management software and managed the class rooms.

During the service I worked with a national team of virtual training units in collaboration in the projects of the unit where I managed our unit's projects as well as many cross unit projects.

In the end of the service I trained new conscripts to our unit and I was a co-trainer in nation wide virtual instructor support training organized by Armoured Brigade of Finnish Defence Forces.

Me in finnish milatry uniform
Photo of me during my military service.

Taitajat -competition

I competed in Taitajat 2021 competition in Web development and won 1st place.

Taitajat -competition

Taitajat competitions are heald yearly in Finland by Skill Finland where the participants compete in various vocational skills.

In 2021 I competed in Web development under Gradia vocational school where I achieved 1st place.

The web development tasks in the final were to design and develop a computer management website for Opinsys. Over two days, first we had to develop the front-end with our chosen technologies. I used only jQuery on top of plain HTML, CSS and JavaScript. On the second day we had to develop a backend for the website where I chose to use PHP.

The comleted websites were judged on desing, technical implementation, accordance with web standards and other features of the site.
The website that I made can be found preserved here: Website

See also my employer's blog post about it at the time: Blog post
Taitaja 2021 web development standings (In Finnish only) can be seen at the official website: Standings

I also competed in the cancelled (due to CoVid-19) Taitaja 2020 Web development finals as well as in the Taitaja 2019 Data Processing semi-finals

Cover photo: Tomi Mäki, Työmaa / Skills Finalnd

Me during the competition wearing a mask behind two computer monitors
Photo of me during the competition. Photo: Ari-Pekka Ojala Koulutuskeskus JEDU / Skills Finland

Global/Finnish Game Jam

All the way from 2015 I've participated in many Finnish Game Jam events during the Global Game Jam. During the jam I developed a game in 48h with a team.

Global/Finnish Game Jam

Since 2015 I've participated in Global Game Jam through the Finnish Game Jam organization. During the game jam the goal is to create a video game in 48 hours.

I've worked as an 2D artist, level designer and programmer in the game jams. Most games that I've participated in were made using the Unity3D engine.

My game jams
2025 - Wrapped
Role: Programmer
2024 - Long Laugh the King
Role: Programmer
2023 - Iso Tammi
Role: Programmer
2019 - HomeSweetConnection
Role: UI/UX Programmer
2018 - Bad Pipes
Role: Programmer
2017 - Gravity Shmup
Role: 2D Artist
2016 - Escape from Tuonela
Role: Level designer
2015 - Spring is coming
Role: 2D Artist
Global Game Jam logo