Portrait of Timo Heikkilä

Building immersive VR experiences with a strong eye for feel, performance, and clean implementation.

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.

What I do

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.

Core focus

Unity development, VR interactions, gameplay systems, performance

Technical strengths

C#, optimization, debugging, refactoring, production-minded implementation

Tools

Unity, OpenXR, XR Interaction Toolkit, Blender, Git, Azure

Selected Projects

The Memphis Chronicles project screenshot

The Memphis Chronicles

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.

  • Gameplay Systems
  • Feature Integration
  • Production Polish
Le Palais project screenshot

Le Palais

Professional

A blend of art and interaction in a virtual journey soon available on Meta Store. I processed, edited, and integrated volumetric footage, took over the full development, optimized playback, and resolved plugin-side technical issues.

  • Volumetric Video Pipeline
  • Playback Optimization
  • Bug Fixing
  • Work in an Existing Codebase
The True Film project screenshot

The True Film

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.

  • Interaction Design
  • Technical Ownership
  • Performance Passes
  • User Experience
Eva Umlauf – her testimony project screenshot

Eva Umlauf – her testimony

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.

  • Narrative Design
  • Plugin Debugging
  • Memory Management
  • Interaction Refinement
360 Video Projects screenshot

ASM-AR-Rhizo

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.

  • Quest Porting
  • Secure Video Playback
  • 360 Media Delivery
Automat project screenshot

Automat

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.

  • Narrative Systems
  • Core Architecture
  • Technical Direction
  • Environment Design
MIFF XR 2022 project screenshot

MIFF XR 2022

Professional

I helped stabilize and complete an XR festival application, including launchers, 360 video booths, executable experience setup, and infrastructure for large media and livestreaming.

  • Bug Fixing
  • AWS Livestream
  • Media Handling
DO-X project screenshot

DO-X

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.

  • Terrain Streaming
  • Simulation Controls
  • Asset Performance Optimization
DDS VR project screenshot

DDS VR

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.

  • VR Adaptation
  • Interaction Iteration
  • New User Experience
  • Partner Feedback Loop
Zombie Game project screenshot

Zombie Game

Personal

A round-based VR zombie game focused on progression, combat pressure, and player survival.

  • Combat Loop
  • Progression Design
  • NPC AI
Target Practice Game project screenshot

Target Practice Game

Uni Thesis

A VR target practice project with gun ranges and a timed obstacle course, developed as a thesis project.

  • Thesis Project
Dungeon Game screenshot

Dungeon Game

Uni Course

A procedural dungeon crawler where I mainly worked on sound and UI systems as part of a uni course project.

  • Procedural Structure
  • UI Systems
  • Audio Integration

Experience

Jul 2022 — Present

Unity VR Developer — INVR.SPACE GmbH

Developing and shipping Unity-based VR applications and games across multiple platforms and devices, from prototype to final delivery.

Oct 2021 — Mar 2022

Unity VR Developer — Triple Take Games

Built a VR multiplayer game as part of an internship-related company setup, focusing on interaction design, usability, refactoring, and development tooling.

2018 — 2022

Bachelor of Business Administration — Haaga-Helia University of Applied Sciences

Major in Software Development.

Contact

Get in touch

If you’re looking for a Unity VR developer for immersive applications, gameplay systems, prototyping, or optimization work, feel free to reach out.

Berlin, Germany
timo.heikkila@hotmail.com
+358 404198081