Senior creative · interactive entertainment

Juha Impivaara

I love making games, from concept to creation.

Over 18 years and numerous published titles across game and UI/UX design, art direction and overall creative direction — from concept and conceptualisation to visuals and gameplay.

Selected work

Nine cases, eighteen years

A run through studios and continents — from custom in-house engines to Unreal and Unity, from pixel art to art direction and project lead. All case materials remain copyright of their respective companies.

01

Kards — UI/UX revamp

Company
1939 Games Ltd.
Role
Senior UI / UX Designer
Tools
Unreal Engine 4/5, Illustrator, Photoshop, Figma
Years
2022–2023

Kards is a free-to-play collectible card game set in World War II, by the Icelandic company 1939 Games. Originally a Windows desktop game on Steam, I joined to bring the experience to mobile — revamping the interface and user experience from a 16:9, mouse-only setup into a responsive, resolution- and aspect-ratio-agnostic multiplatform version.

The complete UX rebuild also let us add flexibility and extensibility for yet-unknown future features, and communicate better with players through the in-game menus and screens. I did the practical work in Illustrator and Photoshop and implemented the UI in Unreal Engine, with the PC version live throughout development.

Through alpha and beta I distilled user feedback, data and thousands of lines of Discord discussion into an actionable roadmap. I also helped with marketing and in-game visuals, a new logo and game icon, web-extension design for account management, and mobile-specific tech art and effects optimisation — and acted as design liaison between the Reykjavík and Helsinki offices.

Deck editor
Card info
Main menu
Victory!
02

Na3m Games — image & branding

Company
Na3m Games Ltd.
Role
Art Director
Tools
Illustrator, Photoshop, After Effects, 3ds Max
Years
2013–2014

Freelancing at the time, I was first asked for just a logo for “a new startup company”. On meeting the founder it turned out Mr. Fahad was building a games studio in Amman, Jordan — and one thing led to another until I found myself Art Director of the fledgling studio, tasked with branding the company. The brief: “Something cyber like… with a retro vibe. Not too Arabic, a bit, maybe. But make it bold!”

The circuit-board motifs that gave rise to the brand imagery came after the logo was finalised. I built a sparkly, buzzing splash video for presentations, and chose colours and typefaces to carry that boldness — red-black-white, a bit cliché, but it works. Na3m also had a daughter, Yalla Ta3leem, a family-friendly educational brand we deliberately kept visually separate from the mother company.

Working sketches
Business cards
Logo reveal video
Yalla Ta3leem logotype
03

Aie Interactive — indie adventures

Company
Aie Interactive OÜ
Role
Founder, Designer, Artist
Tools
Unity, Photoshop, Illustrator, After Effects, Blender
Years
2012–2013, again from 2015

We moved to Tallinn with four Rovio alumni and a master plan to found an indie game company — and Aie Interactive was born. My responsibilities were visuals and design: game conceptualisation and documentation, visual mockups, moodboards and final assets. Our target was the fledgling Ouya console, which met its premature demise right as we got our first game ready for release.

The art and design department pivoted to subcontracting. The most sizeable project was Alien Robot Monsters (A.R.M) for Kraftix Games — a retro 8/16-bit feel at modern resolutions, for which I designed logos, UI, backgrounds and stills, animated characters, level-designed about half the stages, and worked as client liaison. A later project, Thrusters, was a return to the roots of the Finnish indie scene — Auts and Turboraketti with a dash of Star Control Super Melee.

A.R.M — main menu
Thrusters — in-game
Kraftix Games logo
A.R.M — app icon
Enemy walk-cycle sprite sheet
04

Run Camel Run!

Company
Na3m Games Ltd.
Role
Game & UI/UX Design, Artist, Project Lead
Tools
Unity, Illustrator, Photoshop, Pro Motion, After Effects
Platforms
iOS, Android (free-to-play)

“Harwil Ya Wash!” started as a training project for a new programmer hire, as Na3m moved to Unity and wanted to experiment with its 2D features. We chose a retro 8/16-bit pixel-art aesthetic with fitting music and audio, and after a couple of weeks realised it could become a real released title.

I led the project, designed the gameplay, and created all artwork and UI/UX. I also handled audio outsourcing and hired a local artist for the music, with SFX a team effort and voice work by founder Fahad Al-Saud. On release I built the marketing plans, art and video. From humble beginnings the game topped the download charts in the MENA region and was featured by Apple on the App Store.

Main character artwork
In-game — flying carpet
Promo video
In-game — Paris rooftops
Camel run-cycle sprite sheet
05

Biddl — visuals

Company
Biddl Ltd.
Role
Head of Art & Design
Tools
Photoshop, Illustrator, After Effects, 3ds Max
Years
2014–2018

Biddl was a step out of pure gaming. I joined as a freelance artist doing character designs for the company mascot, and as the startup grew I came on full-time as its art & design person. The app itself is a gamified shopping experience — akin to DealDash, with more emphasis on interactivity.

I was responsible for character design, UI/UX, artwork, and marketing materials including banners, posters and video, and I maintained the investor pitch deck. The app runs on an HTML5 engine; I worked mostly in Adobe's suite with a little 3ds Max for added oomph. The company later pivoted to a more traditional shopping experience and exists today as Blidz.

Marketing banner
Auctions in action
In-game item artwork
Mascot character design
06

Offscr — the 100-app sprint

Company
Offscreen Technologies Ltd.
Role
Designer, Artist
Tools
Photoshop, Pro Motion, Illustrator, After Effects, Origo IDE
Years
2008–2012

Back when Nokia was still a name in consumer mobile, I joined Offscreen Technologies — “Offscr”. Its main product was Origo IDE, an API/engine toolset to ease multiplatform mobile development, akin to Unity today, compiling to iOS, Android, Symbian, Maemo/MeeGo, macOS and Windows.

As a side project we agreed to populate Nokia's Ovi Store with around one hundred bite-sized apps and games. I generated the concepts and produced the artwork — a great lesson in simplifying everything so any imaginable audience could pick a thing up instantly. If you could have only one button, why have two? Our team was three artists and three coders, working extremely agile.

Assortment of screenshots
07

The Rovio years

Company
Rovio Entertainment Ltd.
Role
Lead Artist, Game Artist
Tools
Photoshop, Pro Motion, Illustrator, After Effects, in-house tools
Years
2005–2008

Starting my full-time career in the industry as a Game Artist and moving into Lead Artist duties, I worked on numerous titles for Rovio, including subcontracting work for clients such as EA, Namco/Bandai and Nokia. Responsibilities ran wide — from game art to UI and UX, prototype and pitch videos, training new artists, and art-team management.

The main tool of the trade was Pro Motion, a modern take on the venerable Deluxe Paint, alongside Illustrator, Photoshop, After Effects and the in-house tools at Rovio and its clients.

  • War Diary: Torpedo! Rovio
  • Dragon & Jade Rovio
  • Burnout EA Mobile
  • Star Marine Rovio
  • Burger Rush! RealNetworks
  • Idols / X-Factor Namco/Bandai
  • Paper Planes! Rovio
  • Army Sniper Rovio
  • Bounce Boing Voyage Nokia
  • Totomi Rovio
Assortment of screenshots
08

Caravan Master

Company
Na3m Games Ltd.
Role
Designer, UI/UX, Audio management, Project Management
Tools
Photoshop, Illustrator, After Effects
Genre
Action runner & trading sim

Caravan Master is both an action runner and a trading simulation — think Subway Surfers meets Pirates!. It began as a simple “camel calling” game where you herded camels by tapping the screen edges, but we loved the characters and assets and wanted to up the ante. Within a couple of weeks we had a grander concept ready to test.

You travel city to city in runner-style 3D action sequences and trade goods at the marketplaces. Action can win you money but also lose you trade items — watch out for bandits. Buy cheap, sell high, get rich, build a caravan empire. I was responsible for game design and project management, audio outsourcing, art direction and graphic design, and most of the UI.

Game poster (with Sam Pak)
City view
Travel sequence
09

SGR — project development

Company
Na3m Games Ltd.
Role
Designer, Art Director, Project Lead
Tools
Unity
Scope
Planned franchise · 100-page design bible

SGR — unofficially “Saudi Girls Racing / Revolution” — was an ambitious, large-scale project at Na3m, planned as a franchise from the start: a racing action game for touchscreens combining fast gameplay with a strong narrative. As project lead I handled art direction, gameplay design and general management. Sam Pak was the main concept artist; Fahad Al-Saud provided the narrative cues and world-building.

The original title was “Saudi Girls Revolution”, but as the themes — rebel women racing motorcycles — were revolutionary enough already, we toned it down to simply “SGR”. Due to time constraints the racing title was postponed and ultimately cancelled, leaving a 100-page design bible, dozens of concept images, in-game assets and narrative texts waiting for a revival. Na3m went on to produce a beat-'em-up with the characters and a spin-off comic series.

Read Polygon's feature on the project →

Concept art
Environment concept
Enemy concept
Environment — gameplay

About

In short, I love making games

Portrait of Juha Impivaara

Senior creative with a focus on interactive entertainment, especially games. Over 18 years of professional experience with numerous published titles, and an avid game-development hobbyist since the mid-90s.

I aspire to continue my work in interactive entertainment with a focus on the design side of things. My interest ranges from design and conceptualisation to visuals and overall creative direction — I enjoy creating and building new things, experiences, and good gameplay.

Generalist skillset

Game and UI/UX design, art direction, marketing, video, team leading.

Long technical experience

From custom in-house engines to Unreal and Unity, IRC to Slack and Asana, PS Actions to magick scripts, CVS to Git and Perforce.

Software fluency

Photoshop, Illustrator, After Effects, Pro Motion, Spine, 3ds Max, Figma — and ready to tackle whatever's needed to get the job done.

Management ability

A track record of successfully leading development on multiple titles.

Flexible methods

Comfortable in autonomous teams and in strict processes alike. Preference for agile methods.

Languages

Finnish — native. English — fluent. French — fluent. Swedish — basics.

Off the clock

Apart from video games and popular culture, I'm drawn to history and science — astronomy, anthropology, psychology and political history. My sport would be snowboarding, indulged too rarely nowadays. I look after an old Celica, enjoy science fiction and fantasy, mostly non-vocal music from electronic to classical, a good sauna and an ice dip, and the glimmer of street lights on wet asphalt.

Curriculum vitae

Experience

  1. 2018–now

    Founder · Kokonuk Design

    One-person freelancing consultancy, and my current focus. Kokonuk creates, and helps people create, designs, UI/UX and visuals for various media — from interactive to print.

  2. 2022–2023

    Senior UI/UX Designer · 1939 Games Oy

    Icelandic startup behind the competitive online card game Kards. Joined to bring the game to mobile — revamping UI/UX from desktop to small screen, plus tech-art duties managing assets for mobile use.

  3. 2014–2018

    Head of Art and Design · Biddl Ltd.

    Joined as a freelance artist for in-app assets, character design and marketing; took over creative duties full-time — artwork and video, marketing art, visual guidelines, and visual-content outsourcing.

  4. 2013–2014

    Art Director / Creative Consultant · Na3m Games Ltd.

    Started as a creative consultant, ended up building the studio from scratch as creative team lead: hired people, designed games and visuals, managed the art team and led game projects.

  5. 2012–2013, 2015–

    Founder · Aie Interactive OÜ

    An exhilarating indie stint in Tallinn with a small team of Rovio alumni. Plenty of game, visual and concept design. Now a freelance and subcontracting outlet for art and design — credits including “A.R.M” for Kraftix Games.

  6. 2008–2012

    Designer · Offscreen Technologies Ltd.

    Joined to help bring an API product to fruition with responsibility for visuals and design. The company branched into a games and applications studio, where I produced graphics and designed concepts for 50+ mobile apps with hundreds of millions of downloads.

  7. 2005–2008

    Lead Artist / Artist · Rovio Entertainment Ltd.

    Artist and Lead Artist on numerous published mobile titles, in-house and subcontracting with Nokia, EA and Namco/Bandai. Also contributed to game design and trained newcomer artists in gamedev pipelines and tools.

Education

  • EVTEK Institute of Art & Design — 3D Visualisation, 2003–2005. Three years in 3D visualisation and graphic design with comprehensive traditional-arts courses; International Tutor.
  • Lycée Franco-Finlandais d'Helsinki — 1988–2001. Upper-secondary leaving diploma; special diplomas in French (Ambassade de France) and English.

See the full games list →

Contact

Let's make something.

In short: I love making games, from concept to creation. If that sounds useful, get in touch.

References
Mika LevoCMO, 1939 Gamesmika@1939games.com
Ryan RieggCOO, Na3m Gamesryan.riegg@gmail.com
Lasse DiercksCEO, Biddl / Blidzlasse@blidz.com