Core focus
Unity development, VR interactions, gameplay systems, performance
I’m Timo Heikkilä, a Unity VR Developer with 4+ years of hands-on experience across 30+ immersive applications and games. My work focuses on interaction systems, optimization, gameplay implementation, and shipping polished experiences across platforms.
I work mainly in Unity, building VR applications and games from prototype to delivery. My role often sits between engineering, design, and production: implementing features, refining VR interactions, solving technical issues, and helping projects perform well on target hardware.
I care about systems that are practical to work with, comfortable to use, and solid under production constraints. That includes clean C# architecture, performance profiling, collaboration with artists and designers, and making sure the final experience feels coherent and polished.
Unity development, VR interactions, gameplay systems, performance
C#, optimization, debugging, refactoring, production-minded implementation
Unity, OpenXR, XR Interaction Toolkit, Blender, Git, Azure
Professional
A gameplay-focused project where I implemented core gameplay systems and production-ready mechanics within a larger game framework. My work covered feature development, system integration, and gameplay refinement.
Professional
An award-winning immersive project coming soon to the Meta Store. As the main Unity developer, I handled nearly all technical implementation across the experience, from core functionality and interaction systems to performance work and production integration.
Professional
A three-part interactive VR story built around volumetric video research. I adapted the experience to production needs, refined interactive elements, investigated memory issues in plugins, and optimized assets and external DLL usage.
Professional
A set of immersive 360 video Quest releases that I ported and optimized for standalone VR. I handled Quest adaptation, platform-specific performance work, and built custom encryption and decryption systems for protected media playback.
Professional
A narrative VR experience set in a futuristic museum environment. As the main Unity developer, I led the technical implementation of the experience, building and integrating the core systems needed to bring the project into a functional, production-ready state.
Professional
A VR prototype involving large-scale terrain streaming and flight-related systems. I worked on environment setup, a local streaming workflow for Quest 3, artist collaboration for level creation, and simulation-side implementation for controls and monitoring devices.
Professional
I ported a work-in-progress dance project into VR and added VR-specific features based on partner feedback, helping shape the experience for immersive interaction and playability.
Uni Course
A procedural dungeon crawler where I mainly worked on sound and UI systems as part of a uni course project.
Developing and shipping Unity-based VR applications and games across multiple platforms and devices, from prototype to final delivery.
Built a VR multiplayer game as part of an internship-related company setup, focusing on interaction design, usability, refactoring, and development tooling.
Major in Software Development.