Thousands of artists, coders and investors assemble in the conference center at Katajanokka in Helsinki, Finland - a major center of mobile game development.


Last month we visited PG Connects. A global event, where mobile game industry operators can meet each other and listen to the gurus of the industry.

Foremost, game developers attend to find funding for their next big hit. A publisher or an investor. Someone who will fund the development efforts a little longer.

We had a little different agenda.

Puida came to scout, what kind of interest our product might pique from game artist and coders.

Feedback is a knockout.

We visited a booth of a game company and asked a few questions:

  • What kind of solutions they have for sharing the artistic files?

  • What kind of naming conventions they have and how they find and organize the working files?

Here is the point: how they manage their creative work? How can they maximize creative workflow, so that everything goes smoothly regardless of various artists and software used?

Let’s say we understand if we get the cold shoulder.

These guys are here not to talk about folder structures, or be sitting ducks for random sales guys. Quite the contrary, they are here to sell their ideas to the publishers.

When we told what we do and what possibilities our service could potentially have to their business, we started to hear a different tune.

Here are some of the comments from various companies we discussed our product with:

Can you visit, when we start a new game project?

Lead artist

We think this a lot ourselves, and we have never solved it as there isn't enough time to address it ourselves

Game Programmer

Now that is a value proposition!

UA Manager


Game artist

Why has no one done this before?

Game artist

Maybe if I don't get funding for my game, I might apply for a job at Puida!

Game programmer

Feedback is stunning when you think how long humankind has made games and how much the process is still in its infancy.

Technology has advanced, but managing creative work hasn’t developed as rapidly. As it happens, people don’t usually even think about it. We have learned to tolerate the problem.

Feels like we are telling a person who has his entire life used dull ax that there is a way to sharpen the blade.

Puida was born, when we got bored to see everyone chop trees with a dull ax when it could be done with a sharp one.

We got bored that people are forced to use a particular way of working, with specific software with specific naming conventions, and they are forced to route their work across the Atlantic Ocean to a random cloud server when everything could be handled locally.

We want that everyone can do the creative work just the way they know the best. Our goal of solving this problem is well under the way.

It all started when a coder got bored doing unnecessary work.

Written by Puida Illustrated by Stefano Camelli Edited by Jose Riikonen