Jukka is our co-founder and the proud CEO of the company. He is planning on graduating later this year as a M.Sc. (Tech.) majoring in Productization and Business Competence. He is a passionate gamer and the mastermind behind The Detail. His responsibilities vary from game and story drafting to dialog and graphical design. One thing he keeps his hands off is coding though, since his skills in that field are nonexistent.
Sami is one of our co-founders and the CTO. He is just about to graduate as a M.Sc. (Tech.) majoring in Networked System Security. Aside from the occasional bouts of coding, he additionally keeps the office organized and is responsible for making sure we don’t run out of coffee. Sami is also known for his “Tom Selleck –wannabe” mustache and thinking/whining out loud for everyone’s delight.
Thomas is our third co-founder, and has graduated from the School of Applied Sciences. He has a vivid imagination and therefore is one of our concept artists; and thanks to being a U.S. Citizen, he also has a major influence on the dialog. Thomas enjoys playing blues music with his guitar, and has had to deal with a lot of weirdos during the graveyard shifts of his work.
Ville is our fourth and last co-founder. He is a Doctoral student with a long background and passion in music. He is responsible for a lot of the music heard in-game and in other related materials. One thing especially distinguishes him from the rest of us: he is the odd-bird who hasn’t played games for a really long time, which gives him a unique perspective into development.
Timo is our main programmer. He is passionate about designing puzzles and game mechanics, and has the ability to prototype them quickly through Unity. Many of the in-game mechanics have come from the depths of Timo’s brain, and countless trees have lost their lives for the notes he uses to fill all available surface areas he can find in the office. But for sure, those trees have not died in vain.
Mika is a reporter for the Gamereactor magazine, and a skilled, versatile writer. His favorite TV series is The Wire, which makes him a perfect match for us. His responsibilities are the writing the story, dialog and thematic design with the rest of the team – so he is the guy who will shoot down most of the ideas others think are ingenious, and brings us back to reality in our design and development.
Sam is another bilingual wonder on our team. He is a jack-of-all-trades kind of member, whose main focuses are dialog, graphic editing, game design, and programming. With an encyclopedic knowledge of gaming history and trivia – and the team’s largest game collection – he is never short of an anecdote or innovation, and his industry-standard beard makes him a front-runner for the annual Beardiest Team Member award.
Roman is the man behind the visual look of our game. He knows how to take prototype concept art and drive it towards a more final and uniform look. Immersing himself deeply in worlds, he draws inspiration from his wealth of gameplay experience; and although he modestly denies it, his ambitions rival those of established talents in the comic drawing industry. A great developer who is also quick on the draw.
Tommi has experience of audio design for ten years, with credits from being the sound designer for movies and games. He also occasionally lectures about his passion: designing audio for game. One of the highlights of his early career was being the game and sound designer for Bugbear Entertainment’s Flatout in 2004, and this experience gives him the ability to identify a specific car engine just by listening.
Tony is currently making a game of his own, a tribute to imaginative storytelling and classic point n’ click adventures: a game called Bunker (http://www.bunkerthegame.com/ ). He is currently giving us a hand in various different areas ranging from graphics to animation, and while he shares our passion for creating intriguing games, he hasn’t yet quit his day job as a human behaviour analyst.
Sami is one of Remedy Entertainment’s founders. He recently stepped down from Remedy, after working there for 17 years as the Lead Graphical Artist for the Max Payne series, and later as the Lead Technical Artist for Alan Wake. His technical skills are among the best in the world, and he has already proven to be a valuable advisor with extensive knowledge in almost every aspect of game development.
Sheri got her start in the game industry over 15 years ago and has more than 30 game credits under her belt. As an avid philanthropist and fierce advocate for the betterment of the video game industry, she dedicates much of her free time to volunteer organizations including Women in Games International (WIGI), the Red Cross, and the International Game Developers Association (IGDA). She also serves on the board for IGDA, as an advisor for Rival Games, and a personal mentor for Jukka.