GAME PROGRAMMER

System design,
architecture and performance.

Game programmer focused on modular system design, scalable gameplay architecture and performance optimization, with additional experience in tools programming and technical design.

Miko Heine

SELECTED WORK

Projects

Sporti Defensi Screenshot

01

Sporti Defensi

Apr 2026 – Aug 2026

Programmer

Tower defense prototype focused on scalable gameplay systems, dynamic enemy pathfinding and performance. Developed by a team of 3.

Responsibilities

  • Designed modular architecture for core gameplay systems
  • Developed the shared grid and spatial lookup structure
  • Implemented generic object pooling for enemies and projectiles
  • Profiled and optimized high-frequency gameplay systems
  • Reworked targeting and collision approaches for large-scale stress tests

Systems

  • Grid-Based Spatial Lookup
  • Generic Object Pooling
  • Tower & Projectile Runtime Architecture
  • Grid-Based Target Searching
  • Lightweight Projectile Collision Detection
  • Performance Profiling & Optimization
Unity C# Optimization Architecture Profiling
Not Your Reality Screenshot

02

Not Your Reality

Nov 2025 – Mar 2026

Lead Programmer / Product Owner

Immersive 3D narrative experience set inside the fragmented mind of Quincy Fowler, combining environmental puzzles with three distinct visual styles. Developed by a team of 12.

Responsibilities

  • Planned and prioritized technical development as Lead Programmer and Product Owner
  • Implemented and integrated core gameplay and presentation systems
  • Coordinated version control, merges and technical project structure
  • Integrated and reviewed assets, animations, lighting and shaders
  • Created level blockouts and supported technical world-building workflows
  • Maintained technical documentation and optimized project stability and performance

Systems

  • Dialogue System
  • FMOD Integration & Custom Audio Workflow
  • Animation Integration & Processing
  • Prop Placement Tool
  • Project Setup & Technical Pipeline
  • Lighting & Shader Integration
  • Asset Integration & Review
  • Performance Optimization
Unity C# FMOD Tools Technical Design
Crimson Star Screenshot

03

Crimson Star

Mar 2025 – Oct 2025

Programmer

Multiplayer sci-fi twin-stick action shooter with a hex-based spaceship building system, developed by a team of 13.

Responsibilities

  • Developed the core Ship Editor and hex-based building workflow
  • Implemented module placement, rotation, purchasing and selling
  • Built Ship Editor UI features including editor states, timers and stat summaries
  • Debugged multiplayer and Ship Editor issues
  • Integrated weapons, modules, VFX and UI assets
  • Coordinated Git workflow, merges and version control

Systems

  • Hex-Coordinate Ship Building System
  • Module Placement & Rotation
  • Ship Stat Calculation & Summary
  • Weapon & Module Logic
  • Ship Movement Calculations
  • Balancing Tools
Unity C# Multiplayer Tools Git
Project Utopia Screenshot

04

Project: Utopia

Oct 2024 – Feb 2025

Technical Designer / Programmer

City rebuilding game focused on economy, electricity, progression and environmental systems. Developed by a team of 12.

Responsibilities

  • Planned and reviewed technical implementation of gameplay features
  • Supervised the codebase and coordinated programming tasks
  • Worked closely with Lead Design on technical and gameplay decisions
  • Implemented and maintained several core gameplay systems
  • Supported balancing through data-driven workflows and iteration

Systems

  • Economy & Resource System
  • Electricity Production, Demand & Trading
  • Happiness & Air Quality Systems
  • Tiered Upgrade System with Local and Global Buffs
  • Hex-Based Building Tool
  • CSV-Based Balancing Workflow
  • Mission & Milestone Systems
  • Turn System & Statistics
Unity C# Technical Design Tools
Steel Maverick Screenshot

05

Steel Maverick

May 2024 – Aug 2024

Lead Programmer

Wave-based 3D defender in which the player protects a core against continuous robotic enemy waves. Developed by a team of six.

Responsibilities

  • Led programming for a six-person development team
  • Implemented core gameplay and combat systems
  • Developed enemy behavior and navigation
  • Integrated progression, economy and shop mechanics
  • Supported animation, lighting and gameplay polish
  • Coordinated technical implementation across the project

Systems

  • Spline-Based Gameplay System
  • Shop System
  • Economy & XP Progression
  • Weapon System
  • Enemy AI
  • NavMesh Integration
  • Enemy Animation Integration
Unity C# Gameplay Programming

MORE PROJECTS

Earlier Work

Norsa Screenshot

Norsa

Solo Project

Jan 2024 – Mar 2024

Endless 2D RPG created to deepen my understanding of gameplay programming and Unity.

  • Enemy Movement & Attack AI
  • 2D Character Movement
  • Random Enemy Spawning
  • Skill Tree
  • Parallax System
Unity C# 2D
Astral Armada Screenshot

Astral Armada

Solo Project

Nov 2023 – Jan 2024

Arcade space shooter and my first project using C# and the Unity Engine.

  • Enemy Movement
  • Projectile AI
  • Weapon System
  • Power-Ups
  • 2D Animation
Unity C# 2D

Programmer Focused on scalable systems, clean architecture and performance.

I enjoy designing modular gameplay systems and technical architectures that remain clean, maintainable and scalable.

My main focus is performance optimization: profiling bottlenecks, reducing unnecessary work and building systems that scale well.

I primarily work with C#, Unity and Git.

ADDITIONAL EXPERIENCE

Beyond Core Programming

Tools & Editor Workflows

Custom Unity tools, editor workflows and data-driven pipelines for content creation and balancing.

UI Implementation

Gameplay and editor UI, dynamic states, stat displays and interactive interfaces.

Multiplayer

Experience integrating offline systems into multiplayer environments and debugging client/server issues.

Shaders, Lighting & VFX

Basic shader work, lighting setup and technical integration of visual effects.

Audio Integration

FMOD integration and maintenance of custom audio workflows inside Unity.

Animation & Asset Integration

Technical setup, review and integration of animations, assets and visual content.

Technical Documentation

Technical design documents, workflow documentation and implementation guidelines for teams.

Version Control

Git workflows, branch coordination, merges and repository maintenance.

Technical Leadership

Experience as Lead Programmer and Product Owner, including planning, prioritization and technical coordination.

Let's talk.