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Timo Heinapurola's Blog   Expert Blogs

 

I work as a Lead Game Programmer at Next Games. My current responsibilities include leading the programming of The Walking Dead. Before Next Games I worked as a Lead Programmer at Bugbear Entertainment mainly focusing on Next Car Game.

Follow me on Twitter @heinapurola and Tumblr at heinapurola.tumblr.com!

 

Expert Blogs

Posted by Timo Heinapurola on Mon, 26 Jan 2015 03:41:00 EST in Programming, Console/PC, Indie, Smartphone/Tablet
In this blog post I explain how to create a back-end renderer that you can access on multiple threads and also hide some of the inherent latency of API calls on multi-core systems.


In this article I write about prototyping and how it relates to code quality. I also provide some practical tips on how you can improve the quality of your code.


Posted by Timo Heinapurola on Wed, 31 Jul 2013 08:23:00 EDT in Programming
In this post I talk about why documentation is so important in game programming. I also give some hints on how you could approach documentation so that it does not become just another necessary evil.


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.


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.



Timo Heinapurola's Comments

Comment In: [Blog - 01/26/2015 - 03:41]

Jane: I had the same ...

Jane: I had the same issue with the old revision of my own engine. I was rendering one frame behind all the time. There was a way to remove this limitation but that meant that I had unnecessary overhead from the command passing in the higher level scene renderer, which ...

Comment In: [Blog - 11/03/2012 - 10:23]

Today, it 's increasingly hard ...

Today, it 's increasingly hard to break even with mid-range titles. Many publishers have a lot of titles that don 't sell well and then a few that do, which helps keep their books on the green. The problem just is that even great games sometimes sell poorly even when ...

Comment In: [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: [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: [Blog - 10/06/2012 - 10:31]

You 're right there My ...

You 're right there My point was actually that we should not try to force creativeness in AAA titles that have to sell well for you to get any returns from it. The mainstream is mainstream for a reason. Many people have gotten used to how the game plays and ...

Comment In: [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 ...