⚔ Core Stats
✨ Abilities
Game Design
Designed core loops, progression systems, and moment-to-moment gameplay for titles across mobile, PC and consoles, from Choppa's physics sandbox to Turbo Dismount's ragdoll mayhem.
Programming
Full-stack game dev and web dev experience: C#, Java, Python, Unity, custom game engines, and yes, this very page, crafted in JS and WebGL.
Art Direction
Defined the visual identity for multiple shipped titles from concept-to-launch, pixel art, UI/UX, and keeping the style consistent across titles and platforms.
Product Vision
Shaped product strategy from first sketch to store page, balancing player delight, market fit, and what's actually shippable on an indie budget.
S/W Architecture
Designed engine-level systems and codebase structures that survived years of iteration, internal web tools used by countless team members, keeping tech debt manageable without sacrificing developer velocity.
Team Lead
Led small, scrappy teams across disciplines: designers, artists, coders while keeping morale up, scope sane, and everyone pointed at the same goal.
🔥 Passions
Game Dev
Physics Sims
Adventure Games
Creative Coding
Pixel Art
Indie Games
Prototyping
UX Design
Storytelling
Legendary
Antti
Kolehmainen
Kolehmainen
Founder • Creative Lead • Game Designer
"Crafting things with care"
📧 Contact Intel
🏆 Main Quest
+20 YRS XP
Founder & Creative Lead — Parta Games
Leading the studio with a hands-on approach across game design, programming, and
creative direction. 20 years of software development and architecture experience.
Active
🚀 Epic Quest
+5000 XP
Creative Director, Lead Designer — Choppa: Rescue Rivals
Leading the creative vision for Choppa, making high-impact decisions on
gameplay, art direction, and player experience across the entire project.
Active
💫 Side Quest
+3500 XP
Senior Game Programmer — Turbo Dismount 2
Key contributor on the core team as a contractor, helping shape the sequel to
the beloved physics-based destruction game.
Completed
🛠 Loadout — Tech Stack
My main weapon of choice. Most Parta Games titles and client projects I've worked on have been built in Unity.
My native tongue. Decades of Unity game code, backend services, and Windows apps. I think in C# before my morning coffee.
Beloved scripting companion. I reach for Python for build tools, automation, and the occasional "definitely not going to scale" backend feature.
Full-stack from front to back. React, Node, REST APIs. If it needs a web app, I'll build it and type-check it properly.
A trusted companion for long as I remember. I've felt the pain of catastrophic merge conflicts. They made me strong.
As a hands-on art director, knowing the tools my artists use is non-negotiable. Blender is where I speak their language.
As a hands-on art director, knowing the tools my artists use is non-negotiable. Photoshop is where I speak their language. Wait, did I say that already?
Early adopter and also a sceptic. Generative AI has fundamentally changed how I write code, prototype ideas, and approach creative problems.
A true believer in CI from day one. I've set up and managed Jenkins pipelines across multiple companies. Broken builds don't survive long around me.
No task too deep. I'll roll up my sleeves, SSH into a server, and sort out the infrastructure myself if that's what it takes.