Programming & Design
Passionate and innovative game developer with extensive experience in C++, Unreal
Engine, and procedural content generation with PCG and Houdini. Proven track record
of leading game development projects from concept to completion, managing cross
functional teams, and securing industry recognition. Adept at crafting immersive gameplay
experiences through technical artistry, creative direction, and cutting-edge procedural
generation techniques. Strong entrepreneurial mindset with experience in business
development, marketing strategies, and investor relations.
Building
Digital
Worlds
I am a passionate and innovative game developer with extensive experience in C++, Unreal Engine, and procedural content generation using PCG and Houdini. Throughout my career, I have developed a proven track record of leading both solo and team-driven game development projects from concept to completion. I have successfully managed cross-functional teams, ensuring smooth collaboration between designers, artists, and developers, while also taking full ownership of solo projects, driving them to completion with creative and technical precision.
I am highly skilled in crafting immersive gameplay experiences, combining technical artistry, creative direction, and cutting-edge procedural generation techniques to push the boundaries of interactive design. Whether working independently or as part of a team, I always strive to deliver innovative, high-quality results that captivate players.
In addition to my development skills, I have a strong entrepreneurial mindset, having gained valuable experience in business development, marketing strategies, and investor relations. I am adept at positioning projects for growth and success, ensuring they meet both creative and commercial goals. My background in solo and team-based development allows me to adapt to different workflows and scale projects effectively, while consistently driving them toward successful outcomes.
Lumios Unreal Engine C++
In this project, we set out to create a fresh and innovative roguelike experience. As one of the vision holders, I help define the game’s direction, design scalable gameplay systems, and ensure strong communication within the team. I also act as director and producer, breaking down features into actionable user stories, organizing development workflows, and keeping the team aligned.
As technical lead, I architect systems in C++ within Unreal Engine, emphasizing scalability, modularity, and reusability. I support other developers in solving complex challenges and contribute directly to core gameplay systems, including the Gameplay Ability System, dynamic combat, responsive movement, dashing, and a variety of upgrades and abilities.
On the technical art side, I use Unreal’s PCG tools to design a modular environment kit and build a procedural room generation system tailored to our roguelike structure. I also assist with asset integration, refine mesh animations, tweak destructible meshes, and iterate on visuals to enhance the overall game feel.
Before the dark Unreal Engine
The game was developed as part of a three-month game project course at Aalto University, where I contributed as an Unreal Engine programmer, writing game logic in C++ and Blueprint.
I implemented the character movement and interaction system, set up the Animation Blueprint, and retargeted the character's skeletal mesh.
Additionally, I worked on gameplay programming by designing and implementing core mechanics, objectives, and interactive elements.
I also created shaders, implemented interactive foliage, and collaborated with a sound designer to integrate spatial sound effects and music.
Beyond programming, I contributed to gameplay design, assisted artists with technical art tasks, and took on project management responsibilities.
link to itch.io page
link to itch.io page
Mining Hazard Unreal Engine VR
This game was created during the Games Now! game jam in five days. I was taking part in coming up with the concept and gameplay and implementing these systems.
The logic was written in Blueprints extending the Unreal Engine VR template. Systems I implemented: Weapons, Enhanced physically accurate grabbing, Buttons and doors, Chests and Drawers, Enemy and turret AI, continous locomotion, enhanced granade throwing and gravity grabbing.
During implementation I aimed to recreate an interaction system similar to Half-Life Alyx.
An entertaining devlog of the creation process
link to itch.io page
An entertaining devlog of the creation process
link to itch.io page
Gift Gnome Unity Engine
This game was created during a week long game jam. I contributed coming up with the idea and main gameloop of the game clarifying the design document.
I worked on the character controller, coded some of the power ups and set up a character animation system that has been removed later.
link to itch.io page
link to itch.io page
Magical Forest Unreal Engine VR
In this project, I learned how to create a procedural environment.
The landscape was formed with the help of layer masks and noise deformation.
I utilized Houdini's erodation simulation tool which assigned material layers.
I used these material layers to create the landscape material with unreal.
The scattering of foliage and trees was done procedurally too.
I made a grass deform system that masks the player's path and on the shader deforms foliage.
I also implemented a physics-based foliage system and created physics assets for interactable objects.
In blueprints, I wrote code for a magic system to attack and assemble objects. There is an enemy ai in the game as well.
The animation of the mushrooms and trees was done procedurally in Houdini with noise. Later, I exported the skeletal mesh-based animations as a vertex animation to run on the shader more optimally.
The bridge assembly animation was an exported Houdini simulation.
The hand animation during the assembly was recorded with an ultraleap and later retargeted to the hand mesh using Houdini.
During this project, I deepened my understanding of environmental design, procedural modeling, shader creation, animating meshes and creating interactive environment elements.
VR sword fighting endless runner Unreal Engine VR
I developed an immersive VR sword-fighting endless runner game using Unreal Engine’s Blueprints, where players navigate through an infinite world, engaging in dynamic combat by throwing swords at approaching enemies.
The game features an endless, procedurally generated environment that keeps players constantly on the move, combined with intuitive sword-throwing mechanics for precise targeting and elimination of foes.
Utilizing Blueprints for all game logic, I ensured a visually driven development process that enhances both performance and maintainability. I coded a basic enemy AI and throughout the development process, I brainstormed and outlined core mechanics, created prototypes to test and refine gameplay, and conducted playtesting to optimize performance and refine the player experience.
I addressed performance issues to make it run in VR smoothly, fine-tuned VR interactions to make it intuitive for the player and balanced the difficulty to make it engaging.
Escape Room Unreal Engine VR
I created a physics-based VR interaction system for an escape room prototype.
The hands are physics-based so you can't overlap with game objects even if the player's controller's position would be inside something.
I created physics interactable objects and implemented a movement system for the character.
The grabbing system is physics-based also, if the player applies too much force to the object in the hand it falls out.
The custom hand mesh was made up of originally 1 million polygons and I managed to reduce it algorithmically to 30k.
To bring the hand mesh alive, I made animations and poses for it, which are blended in an Animation Blueprint.
For the glasses, I implemented a destruction system to make it breakable.
During this project, I learned blueprint programming, prototyping gameplay systems, and utilizing physics-based logic in the engine.
This project serves as a VR interaction framework for future projects, giving a platform for realistic simulated experiences.
Maze generator Houdini Engine
I created a procedural maze-generating tool in Houdini exposing the parameters such as random seed and size of the maze.
Creating this tool I got familiar with the geometric tools used in Houdini, Vex programming, exposing parameters of the logic and exporting it into Unreal.
This approach allows me to generate variations on the same theme quickly, being a strong foundation for a roguelike game with a changing environment each run.
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