Software Engineer
Backend systems · Game development · Cloud architecture
I'm a software engineer with hands-on experience in game development, backend systems, and cloud architecture. I've built game clients in Unity with C# and designed serverless backend systems on Azure - covering authentication, leaderboards, data validation, and scheduled events.
Beyond games, I build web solutions for clients - from company websites to custom web applications. I care about doing things properly: clean architecture, security-conscious backend design, and reliable CI/CD pipelines from day one.
I operate as a sole trader and recently completed my Bachelor of Engineering at Metropolia University of Applied Sciences, where my thesis investigated serverless architecture as a practical game backend solution using Azure Functions and PlayFab.
I'm well versed in working with AI tools in development workflows - particularly Claude Code, which I've used hands-on in web and backend development.
A fast, physical arcade ice hockey game releasing on Steam on 25 September 2026. Launch blistering slapshots and saucer passes, hit opponents down onto the ice, then drop the gloves to answer the call. Features a multi-season career mode with create-a-player and skill points, a full team and player editor with roster sets saved to disk, and both local split-screen and online multiplayer.
The project began in 2020 as a 2D game built for mobile. After deciding to move the target platform to PC and release on Steam, I rebuilt it in 3D - a shift that reached everything from rendering and animation to the physics of skating, shooting, and body checks - while keeping the arcade feel of the original design.
The client is built in Unity with C# and supports single player, local split-screen, and online multiplayer, including playing a career alongside friends. The team and player editor serialises roster sets to disk, so custom leagues can be saved, reloaded, and shared between players.
A 2D ski jumping game released on Steam, featuring serverless online competitions, daily leaderboards, and season management. Inspired by the classic Ski Jump International series, with intuitive controls and both local and online game modes.
The backend is fully serverless: Azure Functions handles jump result validation, style point calculation (computed server-side to prevent cheating), leaderboard management, and daily hill rotation. PlayFab manages player authentication via Steam, persistent data storage, and scheduled tasks that trigger Azure Functions automatically.
The Unity/C# client authenticates through Steamworks SDK and communicates with the backend over HTTPS. CI/CD is automated with GitHub Actions, deploying backend changes to Azure on every push to main. Through development and launch, operational costs have stayed at zero - the serverless model scales spending with actual player activity.
A mobile castle siege game developed at PHZ Game Studios, available on Google Play and the App Store.
An augmented reality location-based mobile game set in the Moomin universe. Players explored the physical world using GPS to discover Moomin Valley, collect items, and interact with characters - similar in format to Pokémon GO. Developed at Tribered.
Companies I've delivered software for
Maintaining the company website.
Service integrations.
Website DevelopmentDesigned and developed the company website.
Website DevelopmentBuilt a custom web application prototype for the business.
Web ApplicationMetropolia University of Applied Sciences
Information and Communication Technology · Software Engineering
Graduated May 2026
Azure Functions and PlayFab as serverless architecture in game development
Amiedu
Game Arts & Design
2017
Cisco
Cisco
Amazon Web Services