About us
A Space in Time is currently being developed by three students located in a city near Gothenburg. We are trying to work with our passions of gaming while creating games that we would love to play. We are a quite open project, so whenever we come up with a unique and fun idea, we discuss it in private while deciding if it should be added to our game.
Lukas Hakkarainen (PROGRAMMER/CO-FOUNDER)
Hello, my name is Lukas Hakkarainen and I am one of the founders of our game.
To begin with, my interest in game started developing early in Sweden. I was obsessed with games and how they worked, so I sat down and asked myself: Why can't I create awesome games? I had so many ideas and so much time, but so little experience, so I decided to learn the easy tools (or what I thought was easy) such as Game Maker and Blender.
I spent most of my time in Blender trying to create a racing game, watching tutorials and copying code. Every time I got something to work I had this great feeling of accomplishment. But almost everything I made was not originally created by me, I copied code from a tutorial and tried to make it work. But I wanted to create games myself where I can take credits for it myself.
Introducing Senior High School
I started my learning in LBS (Sound and Picture School) in Sweden Borås where my target was to create beautiful games visually, I had no idea I wanted to become a programmer at this time. During my first year I learned the basics of C#, Hello World, drawing an image, simple game logic. This is where I created my first real game, a 2D Space Shooter where you basically fly across a sea shooting down aliens and ships. Unfortunately, I never saved this game and it was later lost when I graduated.
During second year I made my second game, in this game you were playing as a robot shooting different enemies coming from left and right. In this state the game had no potential what so ever, it was just some code wrapped up together creating a game, even tho it didn't look so good at the moment, I still was so excited over the result and got the feeling that I wanted to create more, more complex and better games!
The start of A Space in Time
At this time it was my last year at Senior High School, I had quite good knowledge about C# and how to create a game. This was the year I would team up with my art director and make my first real game. It all started with an event called LBS Game Awards, this was something we wanted to take part in, me and Lukas has long been talking about making a game, and now as our chance! We couldn't resist but to join this event and create our own game from scratch. So by this time, A Space in Time (or 2DLandz which it was called back then) entered developing phase.
Our idea for 2DLandz was the following, a third-party shooting platformer where you and/or your friends join the same team to take down all the enemies inside a level. We would also support local deathmatch, which later become our most polished mode.
Our idea seemed great, it sounded really fun and quite the game we would play. After three hard months of constant working, we had our first build of enjoyment! Me and three other friends sat down in a room and fired the game up, exciting over that I have never played it with four players before! And it was better then expected, the music, the gameplay, the art, all these elements combining into one game which we have made. I felt unstoppable, I have made my first successful game which only I didn't enjoy, but my friends as well. This was a big step for us and 2DLandz.
LBS Game Awards
So the time has come, we would finally send in our game to LBS Game Awards. About a week later, we got the results.
We are in the finals! Our game got selected, and we are now going to Jönköping to participate in the finals. We packed out things, update the build and left for Jönköping. When we arrived we got greeted and given a spot where we could setup our game, but sadly, our spot was to small. So I talked to the manager of LBS Game Awards and we finally got our own room to present our game in!
We setup four controllers and went out on a walk around the event. When we came back we save a couple of people playing our game and having fun, it was magical to see other people we did not know enjoy our game. Even thought it was really fun and inspiring, we did not win LBS Game Awards.
The journey continues
A Space in Time has now been developed in one and a half year, during this time, we have started over TWICE, once because we wanted to port it to PC, secondly because we changed language to C++.
We have been working eagerly since winter 2013 with this build, and we will not stop until we have put smiles upon peoples faces.
To begin with, my interest in game started developing early in Sweden. I was obsessed with games and how they worked, so I sat down and asked myself: Why can't I create awesome games? I had so many ideas and so much time, but so little experience, so I decided to learn the easy tools (or what I thought was easy) such as Game Maker and Blender.
I spent most of my time in Blender trying to create a racing game, watching tutorials and copying code. Every time I got something to work I had this great feeling of accomplishment. But almost everything I made was not originally created by me, I copied code from a tutorial and tried to make it work. But I wanted to create games myself where I can take credits for it myself.
Introducing Senior High School
I started my learning in LBS (Sound and Picture School) in Sweden Borås where my target was to create beautiful games visually, I had no idea I wanted to become a programmer at this time. During my first year I learned the basics of C#, Hello World, drawing an image, simple game logic. This is where I created my first real game, a 2D Space Shooter where you basically fly across a sea shooting down aliens and ships. Unfortunately, I never saved this game and it was later lost when I graduated.
During second year I made my second game, in this game you were playing as a robot shooting different enemies coming from left and right. In this state the game had no potential what so ever, it was just some code wrapped up together creating a game, even tho it didn't look so good at the moment, I still was so excited over the result and got the feeling that I wanted to create more, more complex and better games!
The start of A Space in Time
At this time it was my last year at Senior High School, I had quite good knowledge about C# and how to create a game. This was the year I would team up with my art director and make my first real game. It all started with an event called LBS Game Awards, this was something we wanted to take part in, me and Lukas has long been talking about making a game, and now as our chance! We couldn't resist but to join this event and create our own game from scratch. So by this time, A Space in Time (or 2DLandz which it was called back then) entered developing phase.
Our idea for 2DLandz was the following, a third-party shooting platformer where you and/or your friends join the same team to take down all the enemies inside a level. We would also support local deathmatch, which later become our most polished mode.
Our idea seemed great, it sounded really fun and quite the game we would play. After three hard months of constant working, we had our first build of enjoyment! Me and three other friends sat down in a room and fired the game up, exciting over that I have never played it with four players before! And it was better then expected, the music, the gameplay, the art, all these elements combining into one game which we have made. I felt unstoppable, I have made my first successful game which only I didn't enjoy, but my friends as well. This was a big step for us and 2DLandz.
LBS Game Awards
So the time has come, we would finally send in our game to LBS Game Awards. About a week later, we got the results.
We are in the finals! Our game got selected, and we are now going to Jönköping to participate in the finals. We packed out things, update the build and left for Jönköping. When we arrived we got greeted and given a spot where we could setup our game, but sadly, our spot was to small. So I talked to the manager of LBS Game Awards and we finally got our own room to present our game in!
We setup four controllers and went out on a walk around the event. When we came back we save a couple of people playing our game and having fun, it was magical to see other people we did not know enjoy our game. Even thought it was really fun and inspiring, we did not win LBS Game Awards.
The journey continues
A Space in Time has now been developed in one and a half year, during this time, we have started over TWICE, once because we wanted to port it to PC, secondly because we changed language to C++.
We have been working eagerly since winter 2013 with this build, and we will not stop until we have put smiles upon peoples faces.
Lukas Rubenson (ART/CO-FOUNDER)
Coming soon!
Jonatan Vaara (SOUND)
Coming soon!