Seinäjoki, Finland · open to new worlds

Pavlo Sergama

Game Developer

I build games the way watercolour is painted — in soft, patient layers. Gameplay systems first, then feel, then the tiny details that make a world breathe.

Pavlo Sergama
currently prototyping ✿
Under the paint

I'm a game developer who cares about how a game feels in the hands — the weight of a jump, the timing of a hit, the quiet moment before a puzzle clicks.

For the past seven years I've shipped titles across PC, console and mobile, moving between gameplay programming, technical design and tooling. I'm happiest where code meets craft: building systems that designers can play with and players never have to think about.

I work mainly in Unity and Unreal, write a lot of C# and C++, and prototype relentlessly. Away from the keyboard I sketch level layouts in notebooks, run small game jams in Seinäjoki, and collect old handheld consoles.

7+years making games
9titles shipped
22game jams
4platforms
The palette

Pigments I mix with every day

Each skill is a colour on the palette — some are primaries I reach for constantly, others are accents for the right moment.

Gameplay Programming

Character controllers, combat, AI behaviours

primary hue

Unity & C#

DOTS, URP, editor extensions, Addressables

primary hue

Unreal & C++

Gameplay Ability System, Blueprints bridges

deep tone

Game Feel

Juice, camera work, input buffering, hit-stop

signature wash

Tools & Pipelines

Custom editors, level tooling, build automation

deep tone

Shaders & VFX

HLSL, Shader Graph, stylised rendering

accent

Multiplayer

Netcode, rollback, client prediction

accent

Optimisation

Profiling, memory budgets, mobile performance

deep tone

Also on the brush rack

  • Git & Perforce
  • Blender
  • FMOD
  • Godot
  • Jenkins
  • Steamworks
  • Figma
  • Lua
Studies

Selected studies & finished pieces

Indie · PC / Switch
Study no. 01

Lanternfall

A hand-painted puzzle-platformer about a lighthouse keeper's daughter carrying light through a drowned archipelago. I led gameplay programming: a light-propagation system that drives both puzzles and enemy behaviour, plus a forgiving movement model with coyote time and ledge assists.

UnityC#Shader GraphLead gameplay

“Very Positive” on Steam · 120k players in the first year

Studio · PC / Console
Study no. 02

Ironbloom Tactics

A turn-based tactics game with destructible terrain. I built the ability framework on Unreal's Gameplay Ability System, wrote a utility-AI planner for enemy squads, and cut turn-resolution time by 60% with job-based pathfinding.

Unreal 5C++GASAI systems

Shipped on Steam, PlayStation 5 & Xbox Series

Mobile · iOS / Android
Study no. 03

Pocket Orchard

A cosy merge-and-grow mobile game. I owned client architecture and performance: an Addressables-based content pipeline for live events, a data-driven economy editor for designers, and a steady 60 fps on five-year-old Android devices.

UnityAddressablesLive-ops toolsPerformance

1.8M downloads · 4.7★ average rating

Game jam · Open source
Study no. 04

Tether & Tide

A two-player couch co-op physics game made in 48 hours, later polished into a free release. Rope physics, rollback netcode for online play, and a tiny level editor the community still uses.

GodotGDScriptRollback netcodeSolo dev

Jam winner · 40k downloads on itch.io

Layers

Washes laid down over the years

Each role added a translucent layer on top of the last — together they make up how I work today.

2022 — Present

Senior Gameplay Programmer · Northlight Forge

  • Lead a team of four programmers on an unannounced action-adventure title in Unreal Engine 5.
  • Designed the combat and ability architecture now shared across two productions.
  • Mentor juniors and run weekly "feel reviews" with design and animation.
2019 — 2022

Game Developer · Birchlight Games

  • Core developer on Lanternfall and Pocket Orchard, from prototype to live operations.
  • Built in-house Unity editor tools that cut level-iteration time roughly in half.
  • Owned platform certification and performance for Switch and mobile builds.
2017 — 2019

Junior Programmer · Pixel Meadow Studio

  • Implemented UI systems, save/load and achievements for three casual PC titles.
  • Wrote automated build pipelines with Jenkins and Steamworks integration.
  • Started organising local game jams, now an annual community event.
Drop a line

Let's paint something playable

Whether it's a full production, a prototype that needs to find its fun, or a tool your designers will love — I'd be glad to hear about it.

NamePavlo Sergama
Emailtonyaraap@gmail.com
Phone+1 205 415 0244
Address
Angervonkuja 3
Seinajoki 60100
Finland