Samuli Tuomainen

Gameplay Programmer Technical Generalist Audio Designer / Composer

Available for contracts & positions

I build responsive gameplay systems and help small teams bridge the gaps between code, audio, art, and polish.

A practical, hands-on generalist for small and indie teams that need features taken from prototype to a polished player experience.

Portrait of Samuli Tuomainen

Selected Work

Strongest projects

Shipped games and substantial prototypes that best represent my gameplay programming, ownership, and cross-discipline work.

Screenshot showing Hands Off My Pet Lizard Released on Google Play

Hands Off My Pet Lizard

ProgrammerAudio designerTechnical artistProject lead

Fast-paced action mobile game for Android. Led a two-person team through development, release preparation, and Google Play publishing.

Tech / Tools:
UnityC#PhotoshopFMOD

Simple to learn but hard to master - action mobile game for Android. My first self-published game, released on Google Play Store. Developed it with an artist colleague during the winter 2025-2026. Deepened my knowledge of mobile development with this project. Key points include handling touch inputs, phone optimization, and the complete release process through Google Play.

In Development

Froglike

Programmer3D Artist

Fast-paced 3D platformer with complex hack-n-slash combat, custom physics controller, and rigged characters.

Tech / Tools:
UnityC#BlenderNavMesh

A fast-paced 3D platformer featuring a hack-n-slash combat system. I developed the game primarily solo as a passion project. I built a responsive, physics-based 3D character controller, implemented a state-based enemy AI behavior using Unity NavMesh, and designed and animated a variety of characters in Blender, mastering rigging and animation workflows in the process.

Screenshot showing PEToSET Prototype / Playable

PEToSET

Programmer3D ArtistProject Lead

Grid-based naval combat strategy prototype with dynamic ship sub-grids and pathfinding.

Tech / Tools:
UnityC#BlenderA* Pathfinding

A grid-based tactical naval strategy game inspired by auto-battlers like Auto Chess and Faster Than Light. The project began as a solo experiment and grew into a small team effort. I developed a modular grid system capable of handling multiple dynamic sub-grids to simulate independently moving ships. As lead programmer, I implemented RTS-style player commands and state-based enemy AI pathfinding using custom A* navigation across shifting grid spaces. I also contributed 3D characters and environmental assets built in Blender.

Screenshot showing Continue Released on Steam

Continue

Composer

Fast-paced top-down hack-and-slash adventure game released on Steam.

Tech / Tools:
UnityC#CubaseREAPER

Continue is a fast-paced top-down hack-and-slash adventure game developed in Unity, featuring intense combat and stylized visuals. The game was released commercially on Steam. My role in the project was composing original music for the game's epic boss fights, crafting tracks that matched the energy, pacing, and emotional tone of each encounter. The tracks were written, recorded, and produced to enhance the drama and momentum of these climactic moments, while staying stylistically cohesive with the rest of the soundtrack. This was one of my first contributions to a commercially released title, and it was a great opportunity to focus on storytelling through music within a tightly scoped gameplay context.

VFX & Technical Art

Effects, animation, and game-ready art

Visual work with an implementation mindset: clear gameplay feedback first, backed by animation and asset creation skills.

Case Studies

How I work across disciplines

A closer look at the systems and implementation work behind the finished experience.

01

Gameplay Systems

Responsive controllers, combat, AI, and maintainable Unity/C# architecture.

Programming & Gameplay Systems

I’ve been programming commercial games, school projects, jam games, and personal projects since 2016. I’m proficient in C#, which I’ve used for 90% of my projects with Unity. I’ve also built game jam projects in Godot using GDScript, worked on web tools using JavaScript/HTML, and written custom editor extensions.

Core Strengths

  • Gameplay Architecture: Designing clean, scalable, event-driven C# codebases.
  • Navigation Systems: Implementing custom pathfinding (A*) and spatial reasoning on dynamic spaces.
  • AI Behaviors: Implementing state machines and behavior trees for reactive, tactical NPC logic.
  • Engine Tools: Building custom inspector tools and editors in Unity to speed up asset workflows.

Technical Case Study: PEToSET Pathfinding

The Challenge

In PEToSET (a grid-based strategy game inspired by auto-battlers and FTL), the core programming challenge was building a grid-movement system where units navigate inside ships that are themselves moving in relation to each other.

The Solution

Instead of one static, level-wide navigation grid, I implemented a modular grid hierarchy. Each ship maintains its own local grid space. Units move and resolve pathfinding relative to their host ship’s grid coordinates.

I wrote a custom A* Pathfinding System optimized for these shifting grids:

  1. Dynamic Local Transforms: Translating global target inputs into local coordinate matrices.
  2. Local Grid Path Queries: Running node searches inside the ship’s isolated coordinate map.
  3. Multi-grid Intersections: Handling node transitions when ships latch onto each other, allowing boarders to cross over into enemy grids.

By decoupling the grid navigation logic from Unity’s global physics coordinate space, the AI and RTS commands stayed 100% stable, regardless of how the parent ships rotated, moved, or collided in the scene.

02

Audio Implementation

Sound design, composition, runtime behavior, mixing, and player feedback.

I started my musical journey with piano lessons at 6 years old and studied and played music constantly for 20+ years before pivoting to game development. My 'main instrument' has been piano throughout the years, but I've picked up many other instruments along the way, including saxophone, trumpet, and bass.

Nowadays, I compose music and design sound effects for games, play bass in a band, and give weekly piano lessons. I composed original boss-fight scores for Continue and designed the audio controllers and mixers for projects like Idle Warforge.

Some of my audio work:

Audio and Music Composition Showreel Video Poster

More Projects

Jams, prototypes, and older work

Smaller experiments and fast team projects that show range, iteration speed, and a habit of making things playable.

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Released (Non-commercial)

Idle Warforge

Audio designerAudio programmer

Mobile idle blacksmith clicker game blending satisfying incremental mechanics with charming audio feedback.

Tech / Tools:
UnityC#AudacityFL Studio

Idle Warforge is a mobile game where your team of blacksmiths forge weapons and tools to fulfill client orders. The game blends satisfying incremental clicker mechanics with charming audiovisual feedback to create a relaxing and rewarding experience. The project allowed me to combine creative sound design with technical implementation, ensuring that audio played a key role in the game's overall feel and polish. I designed and produced all sound effects, composed dynamic looping music, programmed the custom audio controller, and configured Unity's audio mixer effects and transitions.

Screenshot showing Wizard App Released (Open Source)

Wizard App

2D / Pixel Artist

A Magic: The Gathering cube drafting web application featuring playful pixel-art character guides.

Tech / Tools:
KritaAsepriteJavaScript

A web application designed to facilitate Magic: The Gathering 'cube drafts' with playful UI design. I was commissioned to create the UI artwork. The concept centered around a quirky but friendly wizard character who guides users through the drafting process, adding personality and engagement to the app. After presenting a few visual concepts, we settled on a pixel-art wizard design. I illustrated the character with a variety of expressions and matching hand gestures to bring more life to the interface.

Screenshot showing Solar Survive Jam Game

Solar Survive

ProgrammerAudio Designer

Vampire Survivors-inspired top-down arena shooter built in 48 hours for Pirate Software Game Jam 15.

Tech / Tools:
UnityC#ReaperAudacity

A Vampire Survivors-inspired arena shooter where players gather and direct minions using a flag system to fight off waves of shadow monsters. Developed in Unity over a few days with one teammate. I programmed player controls, shooting mechanics, upgrade systems, minion AI behavior, and minion guidances. I also composed the funky background track and recorded quirky minion sound effects.

Screenshot showing Clara Jam Game

Clara

ProgrammerAudio Designer

Nostalgic 3D platformer with multiple modes and Crash Bandicoot vibes, built for Big Mode Game Jam 2023.

Tech / Tools:
UnityC#BlenderAudacity

A Crash Bandicoot-inspired feelgood 3D platformer with groovy music and multiple gameplay modes (including a space-flying minigame). I programmed player controls, space flight mechanics, and state-based enemy AI. I also composed and implemented music and sound effects across six levels, and taught Blender modeling workflows to a first-time teammate.

Screenshot showing 9 Hours Till Chaos Comes Jam Game

9 Hours Till Chaos Comes

Audio DesignerAudio Programmer

Browser auto-battler minion management game built for Ludum Dare 55 using the Godot engine.

Tech / Tools:
GodotGDScriptRoland SynthAudacity

An auto-battler, minion management game made for the Ludum Dare 55 game jam in Godot. I was responsible for the entire audio design, including effects, music composition, and import logic. I also helped write the game's audio manager and added tweens for game juice. I challenged myself to compose the music and record all minion sound effects using a hardware Roland synthesizer on-site.

Skills

A toolkit built for small teams

Engines

  • Unity
  • Godot

Code

  • C#
  • GDScript
  • JavaScript
  • Gameplay Systems
  • AI & Pathfinding
  • Git

Art & Animation

  • Blender
  • Krita
  • Aseprite
  • Rigging
  • 3D Animation
  • Technical Art

Audio

  • FMOD
  • REAPER
  • Cubase
  • FL Studio
  • Sound Design
  • Implementation

Have a small team and a big list?

I can help turn it into a playable, polished game.

I'm a strong fit for indie and small-team productions that need gameplay programming plus the flexibility to handle implementation, audio, art, animation, and polish. Get in touch about roles, contracts, or collaborations.

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