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Tumbleweed Interactive presentation at Dataforeningen

Last Thursday Tumbleweed Interactive attended “Game On” in Oslo, the second meeting in a new gaming related interest group within Dataforeningen (roughly translated to The Computer Association).

Above is picture of Håvard and I checking out Break a Leg, a cool student project. Håvard is on the far right, while I’m the third one from the [...]

Umami article on Norwegian game site gamer.no

When we attended Gamescom in August, we hoped to meet some pleasant people there; and we did!
First off, let me tell you, Gamescom was ridiculously large. It was bigger in size than the main airport in Norway (Gardermoen). It was divided into two different sections. One for entertainment, which was open to public, had lots [...]

Behind the scenes: Balancing choice and game flow in Umami

Sid Meier once said that “A game is a series of interesting choices”.

Most really good games present many interesting choices to the player, but sadly, a lot of music games do not. In the early days of music games, such as Dance Dance Revolution, your basic choices were: hit the notes or fail. When Guitar [...]

Behind the scenes: Creating a level in Umami - Part one

Today we’ll have a look at the level design process in Umami.

Umami is a rhythm platforming game. The basic gameplay revolves around the player’s avatar, which moves automatically from left to right. The player needs to pick up notes that are synchronized to the music, while he controls the avatar by jumping. Jumping can be [...]