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2 days ago

#QuickTips for this week are from our ✨game designers✨ **REWARDS – Known and unknown rewards**1. Based on the game mechanics and the tasks you are giving to the player, there are many types of systems you can use for setting up the rewards, bonuses, and penalties. Besides the balancing, make sure that they have logical relation to those tasks, serving a player as motivation or anticipation depending on is it a known or unknown reward. 2. Known rewards are the ones that are given information of beforehand what would be acquired once the task is completed (e.g. once a boss fight is completed, player will gain special item that has belonged to that boss) or unknown, which can be a treasure chest or entrance to the vault that may hold items or power ups, but not revealed beforehand. Make sure that you make a right choice for the task to have known or unknown reward based on the genre, narrative progression or other aspects of your game design as it may not be fulfilling the players’ expectations of the gaming experience.3. While known rewards are usually “significant rewards” and part of the major events/quests, for the unknown rewards many designers may pick randomization of the several significant items to solve some of the design challenges – be aware that randomization has own upsides and downsides. For example, in the games that have save and load option, player can return to the saved slot as many times as pleased until acquires the reward that was desired by a player, which may cause issues unless that is carefully planned design decision that serves desired gaming experience. Have a creative week everyone!#mondaymotivation ... See MoreSee Less

6 days ago

Narwhal? 👀 ... See MoreSee Less

1 week ago

#QuickTips for this week are from our ✨game artists✨ **SCALING**1. Relative size of the characters in relation to the environment: we spoke about frame before and the camera use in setting the composition – this is where it is important to set the horizon line to set the relative scale! The horizon line determines the perspective and enables to set the size of the characters and other objects in comparison to the environment creating the “gameplay feel”.2. The horizon line has many purposes, some are atmospheric, some are set for the storytelling purposes, while most are used for keeping the focus on the gameplay goal(s) at a given moment. No matter of the use, horizon line divides the frame and sets the perspective of the environment the player acts within - make sure to follow the dynamic of the spaces set with the horizon line with the dynamics of the game mechanics set for desired gameplay experience. 3. The relative scale serves as a base, a pillar of your visual design, as well as a tool for visual and interactive storytelling. By making more/less dominant relations of the characters and objects you are directly effecting the players’ experiences of being either vulnerable or empowered!Have a creative week everyone! #mondaymotivation ... See MoreSee Less

Viking Glory

Visualization &
VR Experience

Viking Line is a pioneer in the development of sustainable passenger ships of the future. Their mission is to offer the most memorable cruising experiences on the most sustainable, energy-efficient, and climate-smart vessels in the Baltic sea.

While the physical ship was being constructed on the other side of the globe, in Finland and Sweden Viking Line commissioned the creation of a virtual version of the ship together with MiTale, as our team of experts in architectural visualization and immersive VR experiences matched the needs of the project.

In addition to being used to create 2D visualizations of the ship to be used in marketing, the creation of a virtual version of Viking Glory and the use of virtual reality and gamification enabled the management and staff of Viking Line to explore the ship freely, interact with the environment and watch the magnificent, simulated archipelago glide by outside the ship on its route between Turku and Stockholm.


We make story-driven experiences in mixed reality

MiTale is a game development company from Turku passionate about interactive storytelling and latest gaming technologies! Our team of twelve highly experienced developers is on a mission to break the boundaries of immersive gaming experience regardless of the platform

The team

Natasha Skult
Founder; Creative Wheel of the Company, CEO

Mikko Lainio
Founder; Chairman of the Board, Developer

Joni Salmela
Founder, Vice-Chair of the Board, CTO

Oskari Tamminen
COO, 3D Specialist

Aapo Peltola
Lead Developer

Lassi Puolakka
Sales & Project Management

Mikael Perilä
3D Specialist & Game Artist

Matias Perilä
3D Art & Animation

Niko Ekilä

Susanna ''Tipi'' Ilmonen

Lassi Niinikorpi

Faiz Jehan Sulaiman

Marika Mustalahti
3D Game Artist

Ella Hakkarainen
2D Graphics

Milica Bulatovic
eLearning Expert

Petter Skult
Game and Narrative Designer

Jenny Wiik
Narrative Designer

Clients & Partners


Gaming technology

Gaming technology as a service. Global impact in creating tools and gamified solutions for professionals in learning, healthcare and engineering industries.


eLearning enables people to learn depending on their availability and comfort, from any place, at any time of the day and on any portable smart device. More and more business organizations and formal educational centers are implementing e-Learning as either primary learning tool, or in blended and micro learning.


We at MiTale believe that future of gaming is in its integration with tasks and needs of everyday life activities that can be personalized and serve each user individually. We are offering wide range of consulting services depending on the participial needs according to your business strategy.

Software Development

Web development Mobile solutions Cloud solutions

UI/UX Design

We design clear and intuitive interfaces with focus on user-centered approach.


High quality 2D and 3D concept art and visualizations with interactive features, ideal for industrial and construction industries. Easy integration in VR and AR applications.

For Investors & Publishers

We are independent developers and do not seek investors or publishers unless we meet those who share the vision and passion for positive impact to society and environment. Our success is based on a multidisciplinary approach in implementing the latest available technologies in everyday setting by “thinking outside of the box” attitude. If this sounds interesting, in line with investment strategies and wish to join us in creating a better world through intuitive and immersive learning experiences, please contact natasha@mitale.fi


Sanalanka Friends

Sanalanka Friends is a virtual pet game for the whole family! Take care of adorable squirrel Peppe and improve your language learning skills through engaging minigames!

Learn more Get it on Google Play

My 1st Calendar

Custom designed tool for families with children, especially those who attend speech therapy or need assistance in language learning.

Get it on App Store Get it on Google Play


Story-driven rpg, set several generations after the collapse of civilization. The survivors of the apocalypse live in tribal societies and tell stories of the day the cities came alive and devoured all who lived in them.

Learn more


Multidisciplinary research and art project bringing physicists, game makers and artists together to explore quantum technologies through games and playful art.

Learn more

Totally indie

As completely independent and financially sufficient studio, with no investors nor loans so far, we are able to do both: market-driven products and experimental (artistic) gaming experiences. Our sustainability is based on b2b services in gamified solutions for professionals in education, healthcare and industrial engineering. Utilizing narrative-driven experiences and interactive storytelling with the latest gaming technologies is what many companies outside of the gaming field have utilized in their business growth with our design and solutions.

Want to collaborate?

Contact Us!