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“We excel at being exceptional.”
Meeting Studio Leads at PG Connects Helsinki • Slush 2026 • Initiate Inquiry →

Hardware-Aware Graphics Engineering & Systems Architecture

20-year veteran systems and graphics architect. Company founder and independent consultant since 2007 (IGIOS Oy, Tiusanen Consulting). Hands-on specialist in high-performance game engine runtimes, native cross-platform porting, Khronos Vulkan CTS test development, and ISA-level GPU verification. Available for select B2B engineering retainers, platform milestones, and Principal / Staff roles.

20+ Years Game Engine & Systems Architecture
Since 2007 Company Founder & Independent Lead
Intel & Khronos ISA-Level GPU Verification & Conformance
Bare Metal Native C++, Vulkan, D3D12, Metal & OpenGL
Architectural Philosophy

About Mikko Tiusanen

Bridging high-level graphics APIs with physical silicon behavior.

Mikko Tiusanen Portrait

Founded by Mikko Tiusanen, Tiusanen Consulting Oy delivers specialized low-level engineering and systems architecture backed by over two decades of commercial shipping experience, based in Helsinki, Finland.

The trajectory began with early-2000s simulation systems and data processing (Agora CAVE heavy truck driving simulator, University of Helsinki), leading to co-founding IGIOS Oy in 2007—pioneering native Direct3D-to-OpenGL engine conversions (Shadowgrounds, Shadowgrounds Survivor) in the pre-Proton/pre-WINE era with custom POSIX runtime layers and OpenAL spatial audio backends.

Over subsequent years, Mikko architected proprietary engine runtimes, cross-platform translation pipelines, and core gameplay subsystems for international studios and productions, including Disney Mobile Studios (The Duckforce Rises via Kuuasema), Nokia (Modern Mayor), Next Games (Blade Runner Rogue via Reforged Studios), and Frozenbyte (Trine via Alternative Games). Most recently, following the acquisition of Siru Innovations, he spent 4.5 years on the Intel GPU Core Team, authoring ISA-level functional and performance verification tests across GPU microarchitectures and developing native Vulkan/D3D12 API capture tooling.

Mikko operates as a hands-on technical architect rather than an abstract advisor—combining twenty years of systems perspective with the capability to write, debug, and optimize bare-metal C++ and native GPU ISA that maximizes physical silicon throughput.

Core Architectural Focus

  • ✓

    Bare-Metal & Silicon Grounding

    Understanding what the machine executes beneath high-level APIs—from GPU microarchitecture verification and ISA tests to native Vulkan, D3D12, and Metal pipelines.

  • ✓

    Native Cross-Platform Portability

    Over 15 years architecting native runtimes, POSIX wrappers, memory-mapped streaming, and ABI isolation across Linux, Windows, macOS, iOS, and Android.

  • ✓

    Bespoke Engine Subsystems

    Building high-throughput engine runtimes from scratch—particle pipelines, OpenAL 3D spatial audio, combat state machines, and multi-display installations.

  • ✓

    Specification & Driver Conformance

    Deep experience with upstream Khronos Vulkan CTS testing, validating driver adherence against specifications, and solving low-level synchronization bottlenecks.

Engineering Capabilities

Hardware-Aware Engineering Services

Diagnosing and resolving architectural bottlenecks, driver conformance gaps, and performance scaling issues across custom engines and silicon.

Low-Level GPU Verification & Graphics API Conformance

Authoring ISA-level functional and performance verification tests across GPU microarchitectures, implementing upstream Khronos Vulkan CTS test cases, and developing native C++ API capture tooling targeting new Vulkan and Direct3D 12 features.

  • ISA-level functional & performance test authoring across GPU microarchitectures
  • Khronos Vulkan Conformance Test Suite (CTS) upstream development & SPIR-V validation
  • Direct3D 12 & Vulkan feature verification and native C++ API capture tooling
  • Microarchitecture test harness migration and silicon-level errata triage

Cross-Platform Porting & Runtime Architecture

Designing custom rendering backends and platform abstraction layers across Linux, Windows, macOS, iOS, and Android. Proven track record executing native conversions with zero compatibility layer overhead.

  • Direct3D to Vulkan, OpenGL & Metal native rendering pass translations
  • POSIX & Win32 threading, asynchronous file I/O preloading & memory-mapped streaming
  • Mobile power envelope & memory footprint optimization to prevent thermal throttling
  • Dynamic library (.so) path isolation, clean ABI wrappers & platform distribution

Real-Time Engine Subsystems & Performance Optimization

Authoring bespoke engine subsystems from scratch: high-throughput particle systems, 3D spatial audio backends, deterministic combat state machines, and solving severe frame budget bottlenecks.

  • High-efficiency C++ particle systems & OpenAL 3D spatial audio backends
  • Deterministic gameplay state machines, combat logic & custom editor tooling
  • Deep profiler triage: CPU/GPU synchronization stalls, draw-call latency & cache misses
  • Multi-display interactive broadcast graphics and 3D simulation environments
Production History

20 Years of Commercial Impact Across Silicon & Game Engines

Selected productions, silicon verifications, and cross-platform releases delivered across two decades:

Intel Corporation GPU Core Team • ISA verification & Vulkan/D3D12 API capture tooling
Khronos Group Vulkan CTS • Upstream C++ conformance harnesses & SPIR-V compliance
Disney Mobile • Sanoma The Duckforce Rises • Tactical turn-based RPG combat & character AI (Unity/C#)
Next Games • Reforged Blade Runner Rogue • Deterministic combat logic, 3D audio & particle systems
Frozenbyte • IGIOS Shadowgrounds & Survivor • Pre-Proton native D3D-to-OpenGL engine ports
Frozenbyte • Alternative Games Trine • Native Linux runtime launcher, POSIX wrappers & ABI isolation
Intervisio • Kuuasema Midaksen kosketus • Live national TV 18-screen laser-input C++/OpenGL engine
Nokia • Kuuasema Modern Mayor • Proprietary Java-to-C++/Obj-C engine translation toolchain

For a complete chronological career and client history across all commercial productions, review the Traditional Curriculum Vitae →

Direct Technical Inquiry

Let’s discuss your technical requirements.

Available for B2B engineering retainers, platform milestones, and select Principal / Staff roles. Whether you are planning a new engine architecture, need custom runtime subsystems, or are executing a native cross-platform port, get in touch directly to discuss your project.

Direct Email contact@tiusanen.tech
Direct Phone / Signal +358 45 121 2239
Registered Office & Availability Kanavakatu 9 A 3, 00160 Helsinki, Finland
When to engage:
  • ✓ Systems Architecture & Advisory: You are architecting a new runtime, evaluating platform portability, or need senior guidance navigating engine and platform transitions.
  • ✓ Native Cross-Platform Porting: You need a clean native conversion (Linux / Steam Deck, Windows, iOS, Android) built on lean C++ abstractions without runtime bloat.
  • ✓ Custom Engine Subsystems & Toolchains: You need bespoke runtime systems built from scratch—such as particle pipelines, OpenAL 3D spatial audio, async streaming, or proprietary toolchains.
  • ✓ Graphics API Conformance & Tooling: You require upstream Khronos Vulkan CTS test cases, native C++ verification harnesses, or GPU API capture tooling.
Tiusanen Emblem TIUSANEN CONSULTING OY • 3169183-6

MIKKO TIUSANEN

CEO • SENIOR SYSTEMS & GRAPHICS ARCHITECT
OFFICE: Kanavakatu 9 A 3, 00160 Helsinki, Finland
PRECISION MILLED STAINLESS STEEL • B2B RETAINER
TIUSANEN CONSULTING
“
We excel at being exceptional.
Brain for hire since 2007 • Hardware-aware systems & graphics architecture
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