Technical Product Lead.
Bridging Business & Tech to deliver value.
(!) KEY PROJECTS
GAME
TITLES
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SOFT LAUNCH
Hill Climb Racing 3
UNITY // 2025 // MOBILE
ROLE: Producer and Lead Game Designer
I was given the opportunity to lead the production of Hill Climb Racing 3 from the
ground up, hiring a team of talented individuals to bring this vision to life. Later, I
stepped in to the role of Lead Game Designer,
overseeing the development of the game's overall gameplay experience, features, and economy
design. During the production of the game, I actively participated in programming features
and tools for the game and made complementary art assets that ended up in the released
product.
MY ACHIEVEMENTS
Building a team of 12+ professionals and leading with one vision
Full gacha and economy design
Creating a Level Editor and other tooling
Gameplay and technical art programming (gadgets, hazards, etc.)
Complementary art asset production (rigs, animations, assets)
I am currently working on Guns & Goo, a 2D local multiplayer platformer mayhem game where
every pixel of the terrain is destructible. This brings together my love for platformers and
childhood favorites like Worms, Liero, and Super Smash Bros. I am developing this on my free
time with a special contract with my employer, so I own the immaterial properties of the
game. I have a 2D artist working with me, who is responsible for the majority of the assets.
MY ACHIEVEMENTS
Technical implementation of optimized destructible terrain
I was part of the initial team for Lego Hill Climb Adventures, working on the game's
development from the ground up. I was responsible for programming features and tools for the
game. My role in the beginning of the project was to rapidly prototype core gameplay
features while building the 3D Level Editor tools that would later serve as a foundation for
the Hill Climb Racing 3's Level Editor.
ROLE: Producer & Designer, Tools and Gameplay Programmer
I selected a team of talented UAS students from the Oulu Game Lab to work on a mobile 2D
platformer and shooter MVP. We used Unity and C# to create the game, and I was responsible
for mentoring the team and ensuring that they were on track to deliver a quality product.
MY ACHIEVEMENTS
Building & mentoring the team
Creating 2D tools, integrating SDKs
Gameplay programming and publishing to Google Play
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KILLED
Llama Pinata
Unity // 2018 // MOBILE
ROLE: Solo Developer
I created a Hyper-Casual mobile game on my free time while working as the Publishing
Director at Fingersoft's publishing company Round Zero. The game was published on Google
Play and used as a testbed for our custom analytics SDK and publishing platform I was also
involved in developing.
MY ACHIEVEMENTS
Programming the game
Creating all 2D & 3D art assets
Running UA campaigns
Co-developing a custom analytics SDK
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PUBLISHED
TradeAway
Unity // 2017 // PC/MOBILE
ROLE: Freelance Solo Artist & Developer
I got the opportunity to work as a freelancer for Laurea UAS and create all art assets and
programming for a PC/Android game called TradeAway. Before this, I was part of a student
project team that designed the game in collaboration with the International Chamber of
Commerce.
The destructible terrain environment and map editor technical solutions I developed for building
Guns & Goo consist of processing damage shapes in Job System and Burst compiler for single
channel alpha textures and rendering them with a custom shader which draws outlines, inner
highlights, and more. Colliders are also generated with the help of the Job system and Burst
compiler using the Marching Squares algorithm.
C#UnityHLSLTech Art3D modeling
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Mountain Climb Prototype
Role: Solo Artist &
Developer
A "Getting Over It" for mobile prototype. Drag to sling character forward, tap to stop rotating
to adjust for landing. Meaningful upgrades, including Shoe Friction, Body Bounciness, Jump
Height, and more. There would've been room for more mechanics, including Double Jump, Jetpack
etc. and I believe plenty of hybrid-casual and HTML5 potential. Made in 2 working days for
Fingersoft "demo days" prototyping jam.
Game DesignC#Unity2D ArtPhysics
Vertex Shadow Baker
Role: Developer
While I cannot showcase the Level Editor tools I've created for Fingersoft's 3D Hill Climb Racing
games, I can show you the Vertex Shadow Painter technology I first prototyped at home before
integrating it into the project. I wanted to have as optimized shadows as possible,
and one weekend realized each track segment is a unique mesh, so painting simple area shadows
into the vertex color arrays should be an optimized approach. The initial version was tested on
my own spline 3D mesh editor tools I was making for fun.
The kidnapping of the bride is a Finnish wedding tradition. I developed a game for my own wedding
where the groom has to rescue the bride from a kidnapping entity. The winner with the highest
score got a special reward in the wedding party. It was a nice experience to develop the visual
style of the wedding and use it in the game art assets, which were inspired by paper cutouts,
akin to Paper Mario.
Game DesignC#Unity
Other Side Projects
Role: Varied
I've worked on several other side projects showcased in the videos above. In all but one I've
been the solo artist and developer. The golf game was created in two working days. I enjoy
testing mechanics and ideas rapidly, and love making juicy gameplay - be it with shaders,
animations, code, or mockups and sheet calculations.
Game DesignC#Unity
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