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Blogs

Timo Heinapurola's Blog   Expert Blogs

I work as a Lead Programmer at Bugbear Entertainment. Before Bugbear I worked at Samcom as a Systems Architect mostly concerning myself with server applications based on .NET. While working at Samcom I also founded my own company called Raccoon Interactive that released the game Bubbling Up available for Android. The game was developed using an engine I have been developing as a hobby for years now.

Expert Blogs

Hoist the colours!  Featured Blogs
Posted by Timo Heinapurola on Sat, 03 Nov 2012 10:23:00 EDT in Indie, Smartphone/Tablet, Console/PC, Business/Marketing, Social/Online
Piracy has been one of the most flammable topics of this century in game development and the flames are not going to be put out anytime soon. In this post I talk about the nature of piracy and how it is changing the gaming landscape.
Read More... | 7 Comments

The cost of innovation  Featured Blogs
Posted by Timo Heinapurola on Sat, 06 Oct 2012 10:31:00 EDT in Indie, Smartphone/Tablet, Social/Online, Design, Production, Console/PC
There has been a lot of talk about a lack of innovation in the gaming industry. I think it's important to look at the facts of funding large titles and let innovation happen on a smaller scale to then trickle down to mainstream titles.
Read More... | 3 Comments

   

Timo Heinapurola's Comments

Comment In: Hoist the colours! [Blog - 11/03/2012 - 10:23]

I am very much aware ...

I am very much aware that the situation is much more complex than is often admitted. I must quote myself by stating that This means that they pirates are actually helping you out in reaching more customers. Piracy to some extent is beneficial and in F2P, as you said spreading ...

Comment In: Secondhand Deadweight Pirates [Blog - 10/31/2012 - 02:00]

In the past games have ...

In the past games have always been regarded as goods that are sold through retail. This thinking is a persisting one in that we expect to own the product once we have bought it. But actually, legally we have never owned the product. We have absent mindedly accepted the EULA ...

Comment In: A Game Studio in the Clouds [Feature - 10/19/2012 - 04:05]

Great article indeed We developed ...

Great article indeed We developed Bubbling Up with the same methodology. There 's much, however, that we could have done better but one reason for that was our inexperience at the time and the lack of pretty much any budget : When making games in a virtual office you should ...

Comment In: The cost of innovation [Blog - 10/06/2012 - 10:31]

StarCraft and Doom were much ...

StarCraft and Doom were much cheaper to develop than games nowadays that are expected to have the same level of quality. The budgets for those types of game have exploded over the years. I have to correct my comment and say that I believe more in not making those audiovisual ...

Comment In: The Future Of The Games Industry? It’s In Three Parts [Blog - 10/13/2010 - 02:52]

It's not killing itself off, ...

It's not killing itself off, it's transforming. The market of non-AAA titles is becoming ever more dominant with a huge mass of players moving to mobile devices and if not abandoning consoles then at least redirecting the majority of their interest. And I think this is the right direction to ...

Comment In: Newly-Revealed App Store Guidelines Discourage 'Amateur Hour' [News - 09/09/2010 - 09:55]

And we think that you ...

And we think that you will also know it when you cross it. Keep that in mind. It's all about context. What I think is meant is that you can not get a game that is all about shooting innocent African Americans approved.

[More Timo Heinapurola Comments]   

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