Unity / C#
Unity 2022 LTS / Unity 6, C#, MonoBehaviour lifecycle, scenes, prefabs, Input System, DOTween, and URP.
Unity Developer | C# Gameplay Programmer
Unity Developer with nearly 3 years of hands-on C# gameplay programming across Android, PC, and WebGL. Solo-developed and shipped an Android game on Google Play, owning architecture, implementation, profiling, debugging, build preparation, and release.
Production-oriented Unity skills demonstrated in the featured work below.
Unity 2022 LTS / Unity 6, C#, MonoBehaviour lifecycle, scenes, prefabs, Input System, DOTween, and URP.
Combat, weapons, projectiles, enemies, rewards, progression, AI decisions, state flow, save/load, player feedback.
SOLID/SRP, MVVM, Zenject, dependency injection, composition root, Assembly Definitions, services, events, ScriptableObjects.
UniTask, async/await, CancellationToken, lifecycle-bound cancellation, safe scene transitions, and explicit cleanup of subscriptions and async operations.
Unity Profiler, GC allocation profiling, object pooling, cached references, mobile frame-time optimization, debugging.
Android, Google Play, PC, WebGL, cross-platform build integration, store and release preparation.
Git/GitHub, ClickUp, task tracking, collaborative planning, problem solving, project delivery.
Netcode for GameObjects, UGS Relay/Lobby/Auth, NetworkVariables, RPCs, lobby UI.
Professional Background
Personal and published projects, Sep 2023 - present. Based in Finland, working as a solo developer across gameplay, architecture, optimization, and multi-platform delivery.
Two focused case studies: a shipped Google Play release and a deeper modular systems project.
Screenshots show the released Google Play flow: player-versus-AI board state, character selection, difficulty setup, and unlock progression.
Released Android game
Public Google Play mobile game built from prototype to release: turn-based combat, AI difficulty strategies, progression, save data, UI flow, ads, and Android publishing.
Impact
Engineering value
What I built
Tech: Unity 6, C#, UGUI, Strategy Pattern, event-driven gameplay flow, Unity Ads, save data, Android build pipeline, Google Play release workflow.
Screenshots show segmented enemy pressure, projectile combat, reward-choice UI, rarity presentation, and vertical mobile gameplay.
Advanced Unity systems project
Unity 6 mobile 2D auto-shooter/survival project focused on modular combat, ScriptableObject rewards, segmented enemy behavior, balance simulations, pooling, and Android release preparation.
Impact
Engineering value
What I built
Tech: Unity 6, C#, ScriptableObjects, Physics2D, Input System, DOTween, URP, object pooling, custom balance simulation, performance-conscious runtime architecture.
Based in Finland. Available fully remote for Unity Developer and C# Gameplay Programmer opportunities through employment or B2B, across Android, PC, and WebGL.
Unity multiplayer prototype proving practical Netcode for GameObjects basics: host/client flow, UGS Relay/Lobby, synchronized player state, RPC shooting, respawn, and lobby UI.
FPS WebGL prototype: first-person controls, raycast weapons, pickups, health/shield, NavMesh enemies, and UI feedback.
3D WebGL runner: movement, obstacles, pickups, chunked level flow, camera, UI, particles, and audio.
3D PC space shooter: shooting, collisions, Timeline sequences, camera transitions, VFX, and UI setup.