Portfolio - Mirko Koponen
contact@detocroix.com

 

Synopsis (skills and experience)

  • 2 years of work experience with game environments and prop art at Housemarque.
  • 2 years of gameplay element design and scripting (lua, xml, javascript) at Mountain Sheep.
  • 6 years of running independent game development business (Unity and Unreal engine).
  • Degree in games, and a partial degree in 3D art.
  • Vast knowledge of polygon modelling, normal mapping, hard surface modelling, UV unwrapping, and texturing.
  • Excellent Maya, Substance Painter, and Photoshop skills, with a little bit of Max on top and a nice Mudbox core.
  • Excellent game engine experience with Unity (used for 8 years) with ability to create games from ground up, to the finish line using C#. Good experience with Unreal Engine (used total of 2 years exclusively) using Blueprints.

Game industry experience

  • Housemarque - Dead Nation (PSN, 2010) - Worked as an environment artist and gameplay element designer and scripter.
  • Housemarque - Resogun (PSN, 2014) - Initial visual style design, only worked in the project pre-prototype phase.
  • Mountain Sheep - Minigore 2 (iOS, 2012) - Event designer.
  • Mountain Sheep - Kinghunt (iOS, 2013) - Unity prototyping.
  • Mountain Sheep - Bike Baron (iOS) - Level designer.
  • Various other game visual prototyping for Housemarque.

Self-employed game development experience

 


Legend of the Knightwasher - Solo project: Art, programming, and design by me.

 


Phantom Eden - Collaboration: Design and art by me.

 

The best of me in 3D

 

The best of me in 2D

Have a nice day!