Archive for the ‘Seminars’ Category


Seminar Slides – Aalto Games Now! – What Is This Indie Anyhow?

Aalto Media Factory and Media Lab Helsinki have an open and free lecture series about game industry this fall and next spring – Games Now!

Yesterday the topic was “What Is This Indie Anyhow?“, with a panel discussion by Tero Virtala from RedLynx, Johannes Vuorinen from Frogmind and Jetro Lauha from Strobotnik (that’s me), moderated by Jaakko Kemppainen from Triple Sec Entertainment.

Each of us did a short presentation before the panel. My presentation contained some personal history of my work with games, as well as a few opinions what does it mean to be an “indie” game developer (and well, that you really aren’t independent of everything).

You can check a video of the panel from the Games Now! -site.

Lot of the content in my presentation was in spoken form with slides having pictures and not that many words, but in case somebody is still missing the slides, here’s links to them.

PDF slides (15 MB)
Executable Slides (Windows, 13 MB)
Executable Slides (Mac OS X, 27 MB)

Again I built my slides using Unity. If you run an executable version and press ‘P‘ key in the black “2013” slide, you can view further versions of the graphical plant like growing thing. It’s a tech teaser about what I’ve been working with lately, trying to grow it into a bit fuller concept of a product.


Seminar slides in Finnish – Demoskenen rooli pelialan esiinmarssissa

Apps4Finland 2013 competition had its ending event last Tuesday (Dec 3, 2013). Part of the program was a seminar about how opening data leads to changes in approaches (Tiedon avaamisesta toimintatapojen muutokseen). I presented the keynote for the seminar with topic “Demoskenen rooli pelialan esiinmarssissa” (role of demoscene in emergence of game industry in Finland).

While most of the content was in the speech, here’s links to the supporting slides in case somebody wants them. Again, I built my slides using Unity.

PDF slides (4.5 MB)
Executable Slides (Windows, 86 MB)
Executable Slides (Mac OS X, 100 MB)

Slides contain a video (click to play) from tiny 4 kilobyte demo called Dream Creditor, created by me and Jere Sanisalo. You can check the video with audio from YouTube. Also the final slide has a 3D model from Grandma by Rustbloom.

Update: Apps4Finland posted StadiTV’s video recording of the seminar to YouTube.


Using Emerging Hardware & Software for Inspiration (2013)

I presented at the Assembly 2013 computer festival a seminar session called Using Emerging Hardware & Software for Inspiration.

In the presentation I explained an idea that from emerging stuff you should find novelty from an interesting data transformation and some leverage from use of existing standards. I also touched some motivational aspects to use emerging hardware and software and tips for approaching. Several small case studies from personal experience was included as well.

The slides are available both as PDF and in executable form (Win32, built with Unity). Note that the slides were only built to support the speech.

PDF slides
Executable Slides (Win32)

I will add YouTube link here once the Assembly event organizers upload seminars there.


Indie Startup for Dummies (2008)

I held an Indie Startup for Dummies seminar at the Assembly’08 event, together with Jani Kahrama.

Secret Exit began its game development activities in early 2007 with the aspirations to become an income-funded independent game studio. The seminar covers the first 18 months of the company, from bold plans to unfortunate setbacks to a mountain of paperwork up till today: five guys, a bit of funding and a registered console developer status.

PDF slides


Immediate Mode Graphical User Interface seminar (2007)

At the Assembly’07 event, I held a seminar presentation about Immediate Mode Graphical User Interfaces (IMGUI for short), together with Jari Komppa.

IMGUIs are a “new old” way of creating user interfaces in interactive applications. While not a silver bullet, these lightweight user interfaces can be much easier and faster to implement than any “real” widget library, and are sufficient in many cases. The session goes through theory, a bit of practise, and some case studies.

PDF slides

Note: Big thanks go to Jere Sanisalo from Housemarque, who made it possible to use Super Stardust HD as an additional reference (images & info in the slides).


The Neglected Art of Fixed Point Arithmetic (2006)

Even if floating point is nowadays the typical way to do your math, there is still situations where fixed point math is still relevant. I held a seminar about this topic at the Assembly‘2006 event.

Note that the link below points now to a revised version of the slides. I noticed that in slide 26 I had inadvertently written “b > 0” and “b < 0" when it should read "|b| > 1.0″ and “|b| < 1.0", respectively.

I have also been asked why there’s rounding when converting fixed point numbers from real numbers, but not when converting to integer numbers. Conversion to and from integers is typically best left at simple shift operation, as then the operation is lossless so you can freely convert them back and forth. Convert from a real number typically loses accuracy, so in typical case you probably want to minimize the error. The need to round also varies case by case, so you should think if you want to do it or not.

Note also that the included square root code is actually the version from the Graphics Gems V, not the one from the mentioned Apple Technical Report (there’s minor difference). If you didn’t notice, the quoted form of code copes with 2.30 fixed point numbers, so you probably need to adjust the FRACBITS value to match with your code.

Revised PDF slides


Gentle Introduction to Physics in Games and Demos (2005)

I held a seminar session at the Assembly‘2005 event. My focus was giving an introduction to the common concepts of physical simulation, to give a short glimpse of what kind of physics effects have been featured in demos so far, and to present a short case study of my Dismount™ games.

PDF slides


  • The slide presenting rigid bodies claims that rigid bodies have a shape. Technically this isn’t correct. The shape is realized by collision detection. Forces can be applied to rigid body at arbitrary points without relation to real shape. Thanks to Jere Sanisalo for pointing out the error in the slides.

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