Career

My Resume

Nov 2025

Rovio · Angry Birds 2

Mid-Level / Staff Engineer

Nov 2025 – Present · Promoted
  • Designed a Terrain Blacklisting OTA system — live ops can remotely blacklist broken content across any game mode via remote config without a client update, with runtime enforcement and automatic refresh
  • Built Saga Room Override — event configs can dynamically pull live rooms from the saga map via OTA, eliminating manual content duplication for every live event
  • Built Terrain Validation Tools with 10+ automated checks and one-click auto-fix actions, cutting terrain authoring feedback cycles significantly
  • Built the Rovio Tool Finder — a reflection-driven, fuzzy-searchable launcher that auto-discovers every internal Unity tool across all loaded assemblies with zero maintenance overhead
  • Lead developer on a new Tower Editor — the primary tool used to create and edit all towers in the game, built from the ground up to replace legacy workflows
  • Reduced load times on key monetisation entry points from ~3 seconds to near-instant by parallelising server checks and restructuring the loading sequence to respect the Doherty Threshold, directly targeting conversion at the game's highest-value purchase flows
  • Among the most advanced AI practitioners at Rovio — set up custom MCP-integrated Unity development loops and AI agent workflows using git worktrees for dynamic parallel task execution across isolated environments, enabling concurrent feature development without editor conflicts
Mid-Level / Staff Engineer

Jan 2025

Rovio · Angry Birds 2

Junior Game Developer

Jan 2025 – Nov 2025

Angry Birds 2 is a live-service mobile game with tens of millions of active players, shipping continuously to iOS and Android.

  • Helped drive and maintain 98–99% crash-free rates across millions of daily active users, contributing to stability investigations and production bug fixes
  • Cut game startup time by ~470–800ms on real devices by decoupling a blocking cloud sync call and moving it to a background async task — a measurable improvement felt by every player on every session
  • Refactored the core performance monitoring system off Unity's MonoBehaviour lifecycle entirely, making it injectable via DI and enabling accurate telemetry from the very first frame of boot
  • Implemented a new live event type — Hat Bonus Power — fully driven by server-side configs and feature flags, giving live ops the ability to tune, schedule, and A/B test the event remotely without any client update
  • Owned full live-ops content delivery pipelines: packaging assets, uploading to CDN, and releasing via admin tools across multiple seasonal drops
  • Built search functionality into the internal level editor, used daily by designers navigating thousands of game levels
  • Tracked down and fixed a production localisation bug silently breaking the game for players across multiple languages and regions
Junior Game Developer

Nov 2024

WalldoffStudios

Toon character - Marcus

5 days
  • Modeled and rigged a stylized 3D character in blender and published to unity asset store.

Includes the same toon shader as in the other character packs.

Toon character - Marcus

Nov 2024

WalldoffStudios

Toon character - Ned

5 days
  • Modeled and rigged a stylized 3D character in blender and published to unity asset store.

Includes the same toon shader as in the other character packs.

Toon character - Ned

Nov 2024

WalldoffStudios

Toon character - Santa

3 days
  • Modeled and rigged a stylized 3D santa character in blender and published to unity asset store.

Includes the same toon shader as in the other character packs.

Toon character - Santa

Nov 2024

WalldoffStudios

Toon character

about a week
  • Modeled and rigged a stylized 3D character in blender and published to unity asset store.

Created an optimized toon shader with some of the following features:

  • Editor tool to update the colors directly inside Unity while GPU instanced, allowing for custom color sets on different characters or objects without increasing draw calls.
  • Colors are stored in scriptable objects and can be replaced super easily.
  • Smooth shadows, supports soft shadows and doesn't have any shadow acne.
  • Doesn't use any textures and handles colors in the vertex function instead of the fragment function, allowing for highly optimized shading when character is up close to the camera.
Toon character

Oct 2023

Safe lane gaming

Unity Developer

1 year & 2 months
  • Worked closely with designers and programmers to develop and launch mobile game prototypes to App store and Google play store.
  • Developed features and improved upon existing architecture for the template starter project the company uses for new prototypes to speed up development time.
  • Enhanced frame rate in both existing games and new prototypes by reducing batches, setpass/draw calls and optimising code to run faster and with less garbage collection.
  • Built and setup the game architecture and various gameplay systems in several prototypes ranging from vehicle mechanics to tower defense games to drawing games.
  • Writing custom CG/HLSL shaders to create visual effects, optimise material rendering and customizing the environment/character to custom themes.
Unity Developer

Jun 2023

WalldoffStudios

Trail shader

4 months
  • Created and published a trail shader to unity asset store.
  • Vertex based mesh deforming with the help of particles to allow for vast trail customizations.
  • Created to allow for smooth looking deformations with low to mid poly meshes.
  • Full custom editor for generating ground mesh, deform depth, colors, transitions and textures.
  • Generation of the mesh also packs shader values efficiently to minimize the memory and mesh data size.
  • Optimised for mobile devices.
  • Detailed documentation with example scene playground.
Trail shader

Dec 2022

WalldoffStudios

Aim indicators - with hit detection

3 months
  • Created and published a shader asset to unity asset store.
  • The tool procedurally creates an aim indicator when the game starts and updates the vertices within

theshaders to display hit detection.

  • Intuitive custom editor to make it super easy to switch between indicators and combine them.
  • Detailed documentation with example scenes for both 2D and 3D.
Aim indicators - with hit detection

jun 2022

Eeducation Albert

Unity Developer

1 year & 4 months

Developed and launched a range of minigames based on Figma and Miro designs in collaboration with designers and animators, ensuring their successful release to the public.

  • Creating, integrating and maintaining system architecture across multiple subjects/applications in Albert.
  • Acquired knowledge in writing highly effective CG/HLSL custom shaders under the guidance of an industry veteran.
  • Creating generic helper components that have been easily reused and extended upon among several subjects and teams.
Unity Developer

jan 2022

Landell games

Network programmer

6 months

Improved overall performance by optimizing and rewriting code, reducing bandwidth usage, and enhancing system efficiency.

  • Executed thorough bug testing and fixing in a real-time strategy game, utilizing the profiler and frame debugger to improve stability and user experience.
  • Wrote custom HLSL shaders to create visual effects in a performant manner.
  • Integrated a chat system for both lobby and game scenes.
Network programmer

jun 2021

Gold town games

UI Developer intern

3 months

UI Implementation: Translated pixel-perfect design from Figma to Unity.

  • Scene UI Functionality: Configured and optimized UI elements across multiple scenes.
  • Localization Management: Set up and maintained a localization system to support multi-languagesupport.
  • Eliminating technical issues by troubleshooting and resolving bugs in code.
UI Developer intern

Aug 2020

Futuregames

Game Programmer Education

2 years

Based on my work on Snowboard Mania and Vegan Tower Defense, I got into Futuregames where I further developed my game development skills. Some achievements:

  • Assumed the role of lead developer in all game projects.
  • Demonstrated passion for the field by working up to 14 hours a day.
  • Developed expertise in creating various games including co-op and multiplayer.
  • Collaborated effectively with team members to bring game concepts to life.
Game Programmer Education

Dec 2019

WalldoffStudios

Vegan Tower Defense

10 months

Further increased my game development skills by creating a tower defense game inspired by Bloons Tower Defense.

  • Released on Google Play Store in October 2020.
  • Became proficient with Photoshop by creating all the art.
  • Set up spritesheet animations for towers and enemies.
Vegan Tower Defense

Jun 2019

WalldoffStudios

Snowboard Mania

3 months

Learned game programming by creating an infinite runner game that I released on Google Play Store.

  • Learned Blender basics and created all the 3D models for the game.
  • Set up rigs and animations for characters.
Snowboard Mania
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