Tiusanen Consulting Oy Business ID: 3169183-6
Mikko Tiusanen Portrait

Mikko Tiusanen

CEO • Senior Systems & Graphics Architect
Tiusanen Consulting Oy

Professional Experience

2022 – 2026

Intel Corporation

Senior GPU Test Engineer • Core Team Member

Joined the Intel GPU Core Team following the acquisition of Siru Innovations Oy.

  • Authored ISA-level functional and performance verification tests across GPU microarchitectures.
  • Developed native C++ performance tests and contributed to GPU API capture tooling targeting new features in Vulkan and Direct3D 12.
  • Mentored team members on proprietary GPU specifications, native ISA assembly and graphics APIs.
  • Utilized AI developer tools for technical research, test authoring and code implementation.
Low-Level GPU Testing Vulkan D3D12 C++ Native GPU ISA API Capture
2019 – 2022

Tiusanen Consulting Oy

CEO • Independent Consultant

Provided independent consulting across graphics API validation, conformance test authoring, and game systems.

  • Siru Innovations (Khronos Vulkan CTS): Subcontracted to implement and validate Vulkan API test cases in C++ inside the official Khronos Vulkan Conformance Test Suite (CTS) for core graphics features and SPIR-V compliance.
  • Next Games (Blade Runner Rogue): Continued consulting post-Reforged Studios, focusing on AI improvements and combat system enhancements.
Vulkan SPIR-V API Validation C++ Khronos Conformance Game AI Unity 3D C#
2017 – 2019

Reforged Studios Ltd

Senior Engine Programmer

Developed core cross-platform engine subsystems and consulted on commercial client titles.

  • Implemented a custom particle system for the company's proprietary mobile game engine.
  • Built a 3D audio system with platform-specific backends for iOS and Android (OpenAL).
  • Consulted for Next Games, implementing combat systems, unit movement behaviors and custom Unity 3D editor tooling for the mobile title Blade Runner Rogue.
  • Worked on game-client and server-side implementations for the mobile title Nitro: Drift Racing (Unity 3D, GameSparks, MongoDB, JavaScript).
C++ Metal OpenGL ES OpenAL Unity 3D JavaScript iOS / Android
2012 – 2016

Kuuasema Ltd

Lead Programmer

Developed commercial client titles across both the studio's proprietary C++ engine and later Unity 3D.

  • Extended the proprietary translation toolchain (compiling Java game logic into native C++, Objective-C and Flash) and implemented asynchronous file I/O preloading.
  • Lead Programmer for both Nokia's Modern Mayor (Windows Phone, C++/Java) and the interactive TV broadcast game Midaksen kosketus (Intervisio, C++/OpenGL).
  • Programmed tactical combat systems and gameplay for Sanoma & Disney's The Duckforce Rises (Unity 3D, C#) on iOS and Android.
  • Lead Programmer for Fortum Clean Power (Unity 3D), delivering an interactive energy grid simulation and educational application.
C++ Java OpenGL Unity 3D Windows Phone Objective-C Flash Export
2010 – 2011

Star Arcade Ltd

Senior Developer

Engineered core multiplatform C++ libraries and network abstractions for mobile multiplayer titles.

  • Designed and implemented a cross-platform UI widget system atop the proprietary C++ OpenGL ES engine, powering multiplayer titles including Jelly Wars, Reversi and Star Diamonds.
  • Implemented native network socket abstractions for Linux (Maemo/MeeGo) and integrated mobile OAuth sign-on (Google+ and Facebook).
  • Set up and maintained build automation tooling, Subversion (SVN) code repositories and Bugzilla.
C++ POSIX Sockets Symbian Maemo/MeeGo Perl OpenGL ES 2.0
2007 – 2010

IGIOS Ltd / Alternative Games / Silverquill

Co-Founder • CTO • Project Lead

Delivered native Linux ports of Windows-only commercial games in the pre-Proton era, translating Direct3D to OpenGL.

  • Co-founded IGIOS Ltd (2007): Delivered native Linux ports of Frozenbyte's Shadowgrounds and Shadowgrounds Survivor (OpenGL, SDL, OpenAL), and built a cross-platform 3D presentation tool with Blender Python export scripts.
  • Co-founded Alternative Games Ltd (2010): Developed the Linux game launcher and installer for Frozenbyte's Trine.
  • Co-founded Silverquill Ltd (2010): Developed an XML-to-Lua/C# branching dialogue system and skeletal animation loading (Assimp) for Iron Sky: Operation Highjump.
C++ OpenGL Direct3D Translation SDL OpenAL GTK+ Boost
2008 – 2009

University of Jyväskylä (Information Management Centre)

Software Developer

Developed web applications and custom database-driven backends for academic and administrative operations using Python, Plone, Zope and Google App Engine.

Python Plone Zope Google App Engine
2000 – 2007

Early Engineering • Database & Simulation Design

University of Helsinki / University of Jyväskylä
  • Agora Virtual Environment Center (2004–2005): Participated in the development of a heavy truck driving simulator for immersive 3D CAVE projection environments using C++ and OpenSceneGraph.
  • University of Helsinki Center for Microfilming and Conservation (2000–2007): Developed an application for attaching metadata to OCR-processed newspaper pages (later integrated into commercial software) and wrote Perl scripts for filtering data before database import.
Delphi Object Pascal Perl Oracle SQL OpenSceneGraph CAVE 3D Simulator

Hobby Projects

3D Graphics Engine

War Engine

A custom C++/OpenGL real-time strategy engine featuring heightmap-based modifiable terrain, custom shaders and Blender exporters for map and 3D asset data.

C++ OpenGL OpenAL Python Exporters Blender Terrain Shaders
Cross-Platform Game

Ratz

An old pet project of mine: a retro game targeting Windows, Linux, and macOS, utilizing OpenGL and OpenAL, combining pixel art with custom shaders, simple physics, and positional audio.

Recently modernized the C++ codebase and added game controller support using local AI tooling (Ollama / Qwen). I still actively work on it and intend to publish it eventually.

C++ OpenGL Custom Physics OpenAL Audio Local LLM Tooling Linux / Windows / macOS
Retro DOS x86

VGA Mode 13h & x86 Assembly Experiments

Early experimentation of real-time gameplay and graphics/physics code with Mode 13h graphics using a mix of x86 assembly and Object Pascal.

x86 Assembly Object Pascal DOS Mode13h VGA Framebuffer Turbo Pascal

Key Skills & Competencies

Languages

  • C / C++ (Expert, 18+ years)
  • C# (Proficient, Unity 3D)
  • Java (Android / Engine Tooling)
  • x86 & Native GPU Assembly
  • Perl • Python • JavaScript • Ruby

APIs • Graphics

  • Vulkan • Khronos CTS Testing
  • Direct3D 12 & 11
  • OpenGL • OpenGL ES • WebGL
  • Shading: GLSL • HLSL • SPIR-V
  • Metal (iOS / macOS Rendering)
  • OpenAL positional 3D audio

Architecture & Systems

  • Low-overhead engine design
  • Cross-platform runtimes & portability
  • Build automations & tooling
  • Hardware-aware software engineering

Platforms & Environments

  • Cross-platform systems specialist
  • Linux (desktop & server since 1996)
  • Desktop: Linux, Windows, macOS
  • Mobile: iOS, Android, Maemo/MeeGo

Education & Personal Info

Education

Computer Science Studies 2002 – 2008
University of Jyväskylä, Finland
Matriculation Examination 1997 – 2000
Mikkelin Yhteiskoulun lukio, Finland

Spoken Languages

  • Finnish • Mother tongue / Native
  • English • Full professional proficiency (Bilingual standard)
  • Swedish • Elementary / Basic
  • German / French • Elementary