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September 16, 2019
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Timo Naskali's Blog

 

Currently developing tools for Unity as Sisus.

Creator of Power Inspector.

Five years of experience in the game industry as lead programmer, developing the games The Detail: Season One and Thief of Thieves: Season One.

 

Member Blogs

Posted by Timo Naskali on Wed, 04 Sep 2019 09:43:00 EDT in Audio, Business/Marketing, Design, Production, Console/PC, Indie
A step-by-step explanation of how I used Unity - along with various other tools - to create the launch trailer for Power Inspector.


Posted by Timo Naskali on Mon, 05 Jan 2015 01:17:00 EST in Business/Marketing, Production, Indie
We have been struggling with one not-so-simple-dilemma for the past year: funding.


Posted by Timo Naskali on Mon, 11 Nov 2013 07:45:00 EST in Design
Free saving is being prosecuted for crimes against playerhood. The prosecution is pressing for a sentence of second-degree murder of the players' enjoyment of their games, and presenting seven pieces of evidence to support their case.



Timo Naskali's Comments

Comment In: [Blog - 11/11/2013 - 07:45]

Hi Guillermo The last game ...

Hi Guillermo The last game I played was A Wolf Among Us, in which I did not do any save scumming. In Shadowrun Returns I was really irritated by the scarcely placed checkpoints that had me replay large sections of the game upon failure. X-COM I started playing in ironman ...

Comment In: [Blog - 03/11/2012 - 01:37]

I recommend The Elder Scrolls: ...

I recommend The Elder Scrolls: Creation Kit, the new expansion to Skyrim. It 's a big improvement over the vanilla game in terms of frictionless temporal speculation.

Comment In: [News - 03/09/2012 - 07:11]

@Joshua Oreskovich r n r ...

@Joshua Oreskovich r n r nKeeping the game space confined can reduce the need for the game to tell the player what to do as there 's less room to get lost , and can thus, ironic as it is, help players feel more autonomous. r n r nI actually ...

Comment In: [Blog - 03/05/2012 - 05:08]

I personally think the blank ...

I personally think the blank slate approach is criminally overused, ham-fisted into games where it makes little sense. While it can work well for speechless games like Another World and Limbo, I don 't think it has any place in a game like Half-Life 2 where you 're supposed to ...

Comment In: [News - 02/20/2012 - 10:06]

From wikipedia: According to a ...

From wikipedia: According to a report by IndustryGamers, sales of Alan Wake would be much higher than previously estimated, at around 1.4 millions, as of December 2011. This includes the digital sales of the game during the Xbox 360 2011 Holiday bundle, which included a token to download Alan Wake, ...

Comment In: [Blog - 01/18/2012 - 11:23]

Good, thoughtful articles once again, ...

Good, thoughtful articles once again, Eric. Can't help but agree with everything you wrote. Here's what I find problematic about free loading: 1. Replaying sections increases ludonarrative dissonance one of my pet peeves with games . E.g. the player can experience hundreds of deaths while playing but the player-character reaches ...