
Playable release
Gone Humaning
A 3D reverse-fishing game where the player controls the fish, tracks an AI fisherman along a curved meter, and fights back through positioning and timed reactions. Created by a three-person team for ASM Game Jam 2026.
Background
Hi, I’m Anssi. I’m a software developer from Finland who enjoys solving technical problems and turning ideas into working projects.
I studied software development at Hive Helsinki and have experience with C, C++, TypeScript, React, Node.js, SQL, Docker, Linux, Git, Unity, and C#. My projects have included full-stack web development, backend integrations, real-time systems, and independent software development.
I also have hands-on experience across the game development process. I have independently designed and built complete game projects, including gameplay programming, creating and animating 3D models in Blender, and integrating assets and systems in Unity.
I enjoy understanding how systems work together, investigating problems, and improving solutions through experimentation and iteration. My interests span software development, QA and testing, cybersecurity, IT infrastructure, and game development.
Selected work
Playable releases and game prototypes.

Playable release
A 3D reverse-fishing game where the player controls the fish, tracks an AI fisherman along a curved meter, and fights back through positioning and timed reactions. Created by a three-person team for ASM Game Jam 2026.

Playable release
A Unity physics prototype inspired by traditional tabletop games such as Ohajiki, built around precise flicking, collision-based scoring, and modular stage design. Developed as a standalone proof of concept for a larger game project.

Playable release
A short 2D gathering game made for Siida Game Jam 2026, exploring connections between community and land through berry picking, layered forest interactions, and hidden encounters. Built by a three-person team with additional art contributions.
A selection of web, mobile, systems, networking, graphics, and infrastructure projects.
Solo project
A personal expense-tracking prototype built with Expo, React Native, and TypeScript. Supports expense tracking, monthly budgets, spending charts, and multiple currencies, with locally stored data and no account or backend required.

Team project
A five-person full-stack project built around a browser-based, local two-player Pong game, tournaments, player statistics, and authenticated accounts. I developed the complete game and its frontend page, rebuilt the tournament experience, and extended the application’s data handling to support gameplay and match results.

Team project
A ray tracer written in C with MiniLibX that turns .rt scene descriptions into interactive 3D renderings with spheres, planes, cylinders, lighting, and hard shadows. Developed as a two-person Hive Helsinki project through shared mathematical reasoning, testing, and debugging.

Team project
A multi-client IRC server written in C++ for a three-person Hive Helsinki project. It supports registration, channels, private messaging, operators, channel modes, and the protocol exchanges required by the Irssi client. My main focus was command handling, extensive compatibility testing, and fixing logic across complete IRC sessions.

Solo project
A containerized WordPress infrastructure built independently from custom Debian-based images for NGINX, WordPress with PHP-FPM, and MariaDB. Docker Compose connects the services through an isolated network and provides HTTPS access, persistent data, and automated first-run configuration.

Team project
A Bash-inspired interactive shell written in C as a two-person Hive Helsinki project. It supports command history, quoting, environment expansion, executables, pipelines, redirections, heredocs, built-ins, signals, and shell exit statuses. My main focus was parsing, redirection and heredoc behaviour, signals, integration, and extensive edge-case testing.
Solo project
A C implementation of the dining philosophers problem using POSIX threads and mutexes. The project focuses on thread synchronization, shared resources, timing, and avoiding conflicts when multiple threads access the same data.
Solo project
A C sorting project that orders integers using two stacks and a limited set of allowed operations. The solution uses rank-based chunk sorting and tests different chunk sizes to reduce the number of generated instructions.
Solo project
A series of C++ projects covering object-oriented programming, memory management, inheritance, templates, STL containers, and algorithms. The later modules apply these concepts in small command-line tools for data lookup, expression evaluation, and sorting.
Toolkit
These are the areas I have worked with across my projects. Open a project below to see how I used them in practice.
Gameplay programming, physics, UI, and prototyping in Unity and C#, alongside game design and Blender asset workflows.
React and TypeScript interfaces, browser-based gameplay, and connecting frontend features to backend APIs, player data, and token-based authentication.
Expo and React Native development with shared TypeScript logic, platform-specific storage and inputs, and local expense and budget data management.
IRC command handling in C++, client-server communication, and testing and refining server behaviour with the Irssi client.
Ray tracing in C, ray-object intersections, camera projection, lighting, and shadows, with MiniLibX for displaying rendered scenes.
Unix processes, pipes, redirections, and signals, alongside POSIX threads, mutex synchronization, timing, and shared-resource management.
Sorting under constraints, linked lists, and strategy testing in C, plus object-oriented design, templates, and STL containers in C++.
Custom Docker images, Docker Compose, service networking, HTTPS configuration, persistent data, and automated setup for a WordPress stack.
Get in touch
Find me on GitHub, LinkedIn, and itch.io.