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Disclaimer
You should question everything on this site and you should assume that I have no clue what I’m talking about.

Briefly put…
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)

2014
Prototyping.

Released Infected card game and an Android demo app.

2013
Finalizing Infected card game.

Created Thinglings card game.

2012
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).

2011
Year of the “get rid of junk”. Zero inbox since January. Started GTD stuff in November.

Still working on this.

2010
Participated in Ludum Dare and succeeded in make 1 game, sell 1 copy (sold 16 so far, including some non-friends).

Released Dead Wake and wrote post mortem and post post mortem blog posts for it.

Announced my grandest project so far. It turned out to be wonderful.

Started working on this

2009
Happening soon now! Next goal is to Finish Dead Wake.

Tested to order first business cards. Probably don’t need them just yet.

2008
Post mortem here.

2007
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.

2006
GameProducer.net sees 100,000 unique visits.

2005
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.

2004
Founding member of Indiepath Ltd. That was nice.

2003
Spent much time outside university class rooms toying around with various gaming stuff.

2002
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.

2001
In 2001 I begun my university studies (Information science, software business, marketing as minor) and took my first steps in producing 3D games.

2000
Got (finally) away from the (mandatory) military service.

1991
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.