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You should question everything on this site and you should assume that I have no clue what I’m talking about.
I’m a dad, game producer, web designer, writer, husband, reader, miniature painter, gamer, half full glass oriented, magician,
student graduated, hopefully speaking ill of no man, part time worker, dog person, questioning authority now and then, really Juuso not Jusso, entrepreneur, a guy who produced a game in 21 hours, computer programmer, business oriented, hopefully more nice than important, indie, game developer among other things.
Little bit of history (and sometimes future)
Prototyping more. Working on pirate themed game.
Released Infected card game and an Android demo app.
Finalizing Infected card game.
Created Thinglings card game.
Lovely lil chap appeared to my life.
GTD is must-thing for every single parent in the world (for game development, it’s hardly necessary).
Year of the “get rid of junk”. Zero inbox since January. Started GTD stuff in November.
Still working on this.
Participated in Ludum Dare and succeeded in make 1 game, sell 1 copy (sold 16 so far, including some non-friends).
Announced my grandest project so far. It turned out to be wonderful.
Started working on this
soon now! Next goal is to Finish Dead Wake.
Tested to order first business cards. Probably don’t need them just yet.
Post mortem here.
Ended Edoiki development. Launched Dead Wake production. Graduated and got master’s degree in economics (computer science, software business).
Insider count: 50ish and going up.
Did Highpiled box stacking game (in 21 hours). This piece of art (I’m really proud of this mini-game) is free but has actually generated pretty sweet $$$ in my pockets. Not huge enough to leave everything behind and go Bahamas for the rest of my life, but pretty good.
GameProducer.net sees 100,000 unique visits.
Co-produced Hightailed. Dealt with the design, art, programming, marketing and other areas in the production. (This game sold close to zero, but did pretty okay with ads.)
Co-produced Geom game handling several aspects in production and post production. I’ve helepdwith customer service, game design, level design, testing, interface design, website programming, marketing and promotion work among others – but I believe Tim still made most of the game. (This game is still selling on some portals, which is pretty nice).
Left Indiepath and founded my own “company”. Studied at Uni.
Founding member of Indiepath Ltd. That was nice.
Spent much time outside university class rooms toying around with various gaming stuff.
Toyed around with Morphlings game. It started with “creatures that can morph and carry rocks around the island”, but never evolved more than that. It was cool though.
In 2001 I begun my university studies (Information science, software business, marketing as minor) and took my first steps in producing 3D games.
Got (finally) away from the (mandatory) military service.
First hours spent on “coding” C64 “games”. It was awesome to spend 2 hours writing some example code from a book just to see it wasn’t working. Eventually some of them worked, and I even recorded some to cassettes. Those were times for 10 year old kid.
I have been making games for fun and profit, and GameProducer.net site is about sharing my experiences, and hopefully you’ll find something useful. I’m always suggesting: take what you need, and leave the rest.