
Play it today: http://itunes.apple.com/us/app/zombie-lane/id444441750?mt=8
TechSoup talks about digital games, users as innovators, social media & experimental games.


The aim of the internationalization award is to promote companies' activities in an international environment and their ability to develop and implement new operating models. It is also intended to encourage the winning companies' internationalization and that of other Finnish companies. The 2011 internationalization awards were presented today in Helsinki.
"One of the purposes of the Internationalization Award of the President of the Republic is to highlight concepts and business models as examples to other internationalizing Finnish companies and to encourage internationalization. Export is very important to Finnish well-being – after all, we are the most export-driven country in Europe. Recent export development has been weaker than in competitor countries, and Finland's trade balance is showing a deficit for the first time in 20 years. Now it is essential to encourage growth entrepreneurship and internationalization, and to give companies the preconditions needed to grow and be successful globally. All of the recipients represent a high level of specialized Finnish competence and have shown strong internationalization," says Finpro's President and CEO Kari Häyrinen.
Each year, Finpro performs the search and preliminary assessment of internationalization prize nominees, on the basis of which Finpro's Board of Directors, in cooperation with the Association for Finnish Work, prepares a proposal concerning the award recipients to the President. The President selects the Internationalization Award winners on the basis of these proposals. The award is now being granted for the 44th time. The prizes are donated by the Finnish Fair Foundation.
My new book (anthology) is out! You can download it for free!
Onko kipinää pelien suunnitteluun, mutta ei riittävästi tietoa tai oikeita kavereita hommaan? Tule suunnittelemaan ja kehittämään pelejä ammattilaisten johdolla. Sinun ei tarvitse olla itseoppinut osaaja, kunhan olet kiinnostunut hommasta ja innokas tekemään. Klubissa lähdetään tutustumaan pelisuunnitteluun kevyesti valmiita työkaluja hyväksi käyttäen. Ohjelmassa käydään läpi kattavasti koko pelinkehitysprosessi suunnittelusta toteutukseen ja tuottamiseen. Meillä ei tarvitse pönöttää tai pelkästään koodata, vaan kaikki tapahtuu innostavassa ilmapiirissä, kevyellä otteella.
Klubi aloittaa toimintansa kesäkuun kestävällä kurssilla.
Ajankohdat: Kesäkuun kaikki maanantait kello 17.00 – 20.00.
Ilmoittautuminen osoitteessa: pelitalo.nettiareena.fi/pelinkehitys
Mukana järjestämässä Bugbear Entertainment Ltd., Helsingin nuorisoasiainkeskuksen Pelitalo ja International Game Developers Association (IGDA Finland)
19th Assembly computer festival was arranged at Hartwall Arena Helsinki Finland from 5th until 8th August. Once again the event attracted 5000+ participants and there were plenty of gaming and quality compos during the weekend.
IGDA Finland chapter will organize "Startup stories" presentation session on Tuesday 8th June at 5PM (GMT +3). Check out the live stream at Igda.fi web site. The recording will also be available through the site later on.
eally solid set of Nordic success stories. For example Trials HD (xbla), Max & the Magic Marker (Wiiware), Icy Tower (Facebook) and Angry Birds (iPhone) post mortems gave really good insight and lessons learned from those projects.
s. Something to think about when trying to stand out at the app store or elsewhere. Trials HD is a bit different example. I would say top quality development, right timing and resilience really paid off.
O Kristian Segerstråle (Playfish), Co-CEO Guillaume de Fondaumiere (Quantic Dream) and AD Saku Lehtinen (Remedy). Saku Lehtinen told an interesting story how Alan Wake came into being. He highlighted that there were 30-50 people developing Alan Wake (that's related to long development time), passion and dedication as well as pedantry and that it is important to focus on creating a franchise. I was expecting some practical Heavy Rain driven stories from "Movies and games: Collision or Convergence?" keynote by Guillaume de Fondaumiere but for me the presentation was just generic blah blah of how weak movies have been created based on games and vice versa. And that there should be enough material to start with. Great top seller game do not make a great movie. Duh. My absolute favorite of the keynotes was the one given by Kristian Segerstråle. He talked about game entrepreneurship and how to succeed when starting something new
(he started mobile games company at the beginning of 2000 and social game company in 2007).
Yesterday I attended the Microsoft WiG luncheon. Microsoft had invited Jade Raymond and Peter Molyneux to give keynotes at the luncheon. Jade's talk highlighted the role of mentoring when pursuing a courier in games business and that mentoring and learning from seniors (as well as applying good practices from other industries) is the only way to become a leading expert in game business. Peter talked about the necessity of diversity. The games as just as good as the development team behind it. Naturally what counts when building a team is the skill set. Many companies do not understand that besides essential skills in game development, personal viewpoints, preferences, experiences and thoughts are also very valuable. In relation to that one of my own favorite example of identifying new potential is Shigeru Miyamoto's Wife-o-Meter. With Wife-o-Meter Miyamoto gauges product's potential success with an expanded audience. The point is that some things might not be interesting or sensible from his personal viewpoint but without his Wife-o-Meter method Nintendogs and Wii games might have never been invented. The same wisdom goes for game development teams.
e game (virtual items, clothes etc.). In Christmas and New Year, 53% of the revenue came from company generated content and 47% from user generated content. Issues adding stickiness: loyalty features, support features, blogs, fan Pages at Facebook etc.
GAME Developer Fund is a $10 million fund that will help promising Flash and social game developers support their games through sponsorship, licensing and publishing deals.
1. Nexus One
resentations at E3 and GDC for years already. Again he presented some current SNS trends from Japan. This time there were nothing really shocking or surprising. Instead many examples were pretty typical SNSs. Also brands were not as much in the limelight than some years back. I think Disney was the only branded game in the selection. Other than that many themes and the game play was very well in line with what we have here in Europe or US.
s. Most popular applications implement OpenSocial. In Japan Mixi, DeNa and Gree have many times more users than Facebook and better ARPU.
of time when then move from cloning to inventing something new. Last but not least James Gwertzman's nine points how to start a gaming business in China (in a nutshell). His slides.
In "2010 PopCap Social Gaming Research" report, the company found that fully two-thirds of social game players in the United States are 40 years of age or older, while the majority of players in the United Kingdom are under the age of 40. Young adults and teens in both countries are the least interested in playing games on sites like Facebook and MySpace: only 9% of U.K. casual gamers are 21 years of age or younger, and the proportion is 4% in the States. In their studies O'Reilly has also presented similar findings.
The first ever Finnish Game Jam (FGJ) was held last weekend. FGJ was a part of the Global Game Jam event taking place in 39 countries around the world at the same time. Game developers jammed for 48 hours and made games around the theme: Deception. Besides the theme Finnish participants were also asked to utilize at least one of the following constraints: lyre, fire or wire in the games.
) didn't have enough time to do it last year ;) But I can assure you that it will most definitely happen this year!


solutions and easier business opportunities for SMEs and other independent developers will make an impact to the industry. I also believe that indie games will have a greater impact to mainstream games by adding richer variations than before. Thanks to new options for self-publishing and business opportunities for indie developers the attitude towards taking risks and opportunities to put out indie games will become easier. The key here is storage and sharing / distribution.
Hollywood studios regarding 3D technology and when the movie industry is pro-3D, so will be games. Hilarious 3D movies and Virtual boy 3D were niches at their times in the 1990s. Now with bigger muscles (=bigger players) things will start to happen. Amongst others Nvidia is promoting 3D gaming. I think 3D will not add valuable experience for all games but it should be easily foreseen how 3D could add value for example to FPSs or adventure games. Still there are few hardware issues to be enhanced but we are getting there.