Bouncy Borough
A physics-based 3D platformer where the whole city is made of springs. I built the character controller, a momentum-preserving bounce system and the level-streaming setup that keeps loading times under two seconds.
I build games that feel good to touch — snappy controls, juicy feedback and systems that keep you saying "one more run." Coding gameplay from a small town on the Finnish coast.
I'm Markku, a game developer with a soft spot for small teams and big ideas. For the last eight years I've been writing gameplay code, designing systems and shipping titles across PC, console and mobile — from cozy puzzlers to frantic couch co-op brawlers.
My happy place is the space between design and engineering: turning a sketch on a whiteboard into a prototype by Friday, then tuning it until the jump feels exactly right. I care about clean, data-driven architecture so designers can iterate without waiting on me, and about performance budgets so everything still runs at a buttery 60 fps on modest hardware.
Outside the day job I run local game-jam weekends, mentor students getting into Unity and Godot, and collect far too many vintage handhelds.
A physics-based 3D platformer where the whole city is made of springs. I built the character controller, a momentum-preserving bounce system and the level-streaming setup that keeps loading times under two seconds.
A cozy tile-matching puzzler with handcrafted story chapters. Wrote a procedural puzzle generator with guaranteed solvability and a difficulty curve tuned from live telemetry.
A 4-player party brawler with seamless online play. I implemented rollback netcode with input prediction, keeping matches smooth at up to 150 ms latency.
An editor toolkit for designers: node-based dialogue, quest graphs and a live-tweak panel for gameplay values. Used by 1,200+ indie devs and cut iteration time on our own projects by roughly 40%.
Got a game that needs a gameplay programmer, a prototype that needs to be fun by next week, or just want to talk jams? My inbox is always open.