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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!


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]

Yep, it 's really about ...

Yep, it 's really about whether or not it 's acceptable. For many twitch based FPS shooters it 's not.

Comment In: [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: [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]

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: [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 ...