Essi Jukkala

Helsinki, Uusimaa, Finland Contact Info
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About

I’m currently working at Supercell as a Game Programmer. Before Supercell I worked in…

Activity

Experience & Education

  • Supercell

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Licenses & Certifications

Volunteer Experience

  • We in Games Finland Graphic

    President

    We in Games Finland

    - Present 1 year 7 months

  • codebar Graphic

    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.

  • We In Games Finland Graphic

    Secretary

    We In Games Finland

    - 2 years 7 months

    Secretary of the board. Handling the official matters regarding the board meetings.

  • Chairperson of the Council

    The Guild of Electrical Engineering

    - 1 year

    Chairperson of the guild council

  • 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

  • Master of Ceremonies

    The Guild of Electrical Engineering

    - 1 year

    In charge of guild events

Publications

  • Radiositeetti

    Bachelor's Thesis / University of Helsinki

    See publication
  • 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.

    See publication
  • Suuren dynaamisen alueen tone mapping -algoritmit

    Bachelor's Thesis / Aalto University

    See publication

Projects

  • Ketsu games

    -

    A puzzle game for mobile, about mirrored movement and symmetry. I did part of the programming, done in Unity with C#.

    See project
  • Save the plant

    -

    A 3D puzzle game, I did level and general game design, done in Unity with C#.

    See project
  • Kuplajesse, a clone game for Game Project course

    -

    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.

    See project
  • Data center network with software-defined network

    -

    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 creators
    See project
  • Wireless LAN site survey

    -

    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 creators
    See project
  • Software project for Futurice

    -

    School project in Aalto University, for Futurice. Group of nine people, for course Software Project. Grade 4 (out of 5).

    See project
  • C++ Angry Birds clone

    -

    School project in Aalto University, course of C++ programming, group of four people. Grade 5 (out of 5).

    See project

Languages

  • Finnish

    Native or bilingual proficiency

  • English

    Full professional proficiency

  • Spanish

    Elementary proficiency

  • Swedish

    Elementary proficiency

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