Teemu J. Heinimäki

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Technology trees have been used in the digital game industry for over two decades. They are in very common use at least in strategy and role-playing games. However, the academic interest towards the matter seems to be almost nonexistent. Although the basic concept may be rather simple and well-understood as far as the industrial points of view are(More)
Azizi Ab Aziz Lucas Agussurja Jean-Paul Arcangeli Tim Baarslag Dirk Bade Bruno Beaufils Francesco Belardinelli Karel Bergmann Stefano Bromuri Suratna Budalakoti Sofia Ceppi Kyriakos Chatzidimitriou Antonios Chrysopoulos Zijie Cong Jorge Pablo Cordero Hernandez Lennard de Rijk David DeAngelis John Debenham Fabien Delecroix Marc Esteva Patricia Everaere Moser(More)
As more and more companies are releasing their proprietary software as open source, the need for supporting guidelines and best practices is becoming evident. This paper presents a framework called R3 (Release Readiness Rating) to evaluate the readiness of proprietary software for open source development. The framework represents a checklist for the(More)
In this work we tackle the rigidity of predefined technology trees common in many digital games. Technology trees have been a well-understood concept in the industry for approximately two decades. Unfortunately, so far they have mainly been considered as fixed structures. Some attempts of adding ostensible temporal variability to them have been made before(More)
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