Hi, I’m Mike Bagley Rogers, a Unity Certified Game Developer and indie creator behind TaskEZ.App and Games of Chores. I design privacy‑first, gamified productivity tools with modular UI and ethical UX. I build for Android using Unity and have shipped polished, scalable apps as a solo developer while showcasing creative UX and robust backend logic. I’ve even released a Unity Asset Store sample to share my UX work. I lead cross‑functional teams through rapid prototyping to production, mentor peers, and foster a culture of extreme coding during crunch. I specialize in cross‑platform and multiplayer systems (LAN/Relay/Online) with backends (PHP, Node.js, AWS), and I design data‑driven UI frameworks for onboarding and game logic in 2D and XR. I stay curious and regularly explore AI tools to augment development and design.

Mike Bagley Rogers

Hi, I’m Mike Bagley Rogers, a Unity Certified Game Developer and indie creator behind TaskEZ.App and Games of Chores. I design privacy‑first, gamified productivity tools with modular UI and ethical UX. I build for Android using Unity and have shipped polished, scalable apps as a solo developer while showcasing creative UX and robust backend logic. I’ve even released a Unity Asset Store sample to share my UX work. I lead cross‑functional teams through rapid prototyping to production, mentor peers, and foster a culture of extreme coding during crunch. I specialize in cross‑platform and multiplayer systems (LAN/Relay/Online) with backends (PHP, Node.js, AWS), and I design data‑driven UI frameworks for onboarding and game logic in 2D and XR. I stay curious and regularly explore AI tools to augment development and design.

Available to hire

Hi, I’m Mike Bagley Rogers, a Unity Certified Game Developer and indie creator behind TaskEZ.App and Games of Chores. I design privacy‑first, gamified productivity tools with modular UI and ethical UX. I build for Android using Unity and have shipped polished, scalable apps as a solo developer while showcasing creative UX and robust backend logic. I’ve even released a Unity Asset Store sample to share my UX work.

I lead cross‑functional teams through rapid prototyping to production, mentor peers, and foster a culture of extreme coding during crunch. I specialize in cross‑platform and multiplayer systems (LAN/Relay/Online) with backends (PHP, Node.js, AWS), and I design data‑driven UI frameworks for onboarding and game logic in 2D and XR. I stay curious and regularly explore AI tools to augment development and design.

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Language

English
Fluent

Work Experience

Senior XR Developer at Enduvo
March 2, 2020 - October 29, 2021
At Enduvo, I worked on Unity‑based 3D spatial authoring tools, helping build the systems that let people create interactive training content without needing to be technical. I focused on solving tricky interaction and workflow problems, improving the user experience, and making sure everything ran smoothly across iOS, Windows, and UWP. A lot of my work was about making the tools feel intuitive, stable, and reliable for real‑world training environments.
Senior XR Developer at Marxent
October 3, 2016 - October 31, 2019
At Marxent, I worked as a Unity engineer on a suite of AR/VR retail applications used by major brands. I helped improve stability, performance, and interaction systems across iOS, Windows, and VR platforms, and supported rapid feature development for multiple clients at once. A big part of my work was making the apps more reliable, streamlining content workflows, and helping the team deliver updates quickly and consistently.
Senior Engineer (SE3) at Electronic Arts
October 9, 2006 - October 7, 2013
At Electronic Arts, I worked across eleven shipped titles, contributing gameplay systems, tools, and platform‑specific features for console, handheld, and PC. I helped build and support systems for games like The Godfather: Blackhand Edition, Tiger Woods PGA Tour 08, Nerf N‑Strike, and multiple Sims 3 expansions, including World Adventures, Ambitions, Late Night, Generations, and Pets. My work ranged from moment‑to‑moment gameplay to stability, UI flows, and cross‑team problem‑solving under tight production deadlines.
Indi Developer at Holo Werkz
November 1, 2021 - Present
I’ve been building out the core engine for my indie project, focusing on a fully data‑driven architecture that keeps gameplay systems clean, modular, and easy to extend. Most of my recent work has been on the AI layer — creating a deterministic decision pipeline, separating perception from world state, and making actions fully modular so new behaviors can be added without rewriting the system. I’ve also been integrating Twine as a narrative and logic layer inside this pipeline. Twine isn’t just for dialogue — I’m using it to drive branching quests, world events, and NPC state changes. The engine reads Twine data directly, turning story logic into runtime behavior, which lets me prototype narrative systems fast and keep everything designer‑friendly. The result is a flexible core where AI, gameplay, and story all run off the same data‑driven foundation.

Education

Add your educational history here.

Qualifications

Unity Certified Associate: Game Developer
January 11, 2030 - April 14, 2026
Device and Environment Considerations of a Quality HoloLens 2 Application
January 11, 2030 - April 14, 2026
Managing Performance of a Quality HoloLens 2 Application
January 11, 2030 - April 14, 2026
Building a Quality HoloLens 2 Application with Microsoft Reality Toolkit
January 11, 2030 - April 14, 2026
Designing a Quality HoloLens 2 Application
January 11, 2030 - April 14, 2026

Industry Experience

Gaming, Media & Entertainment, Software & Internet
    paper My Portfolio for Professional Work

    https://www.twine.net/signin is my professional portfolio — a focused space where I showcase the engineering work, game systems, and tools I’ve built across Unity, XR, AI, and indie development. It highlights my shipped projects, my experience at studios like Electronic Arts, Marxent, and Enduvo, and the technical systems I’m building for my current data‑driven game engine.

    The site brings together my work in gameplay systems, AI architecture, narrative tools, and cross‑platform development, along with prototypes, devlogs, and experiments. It’s designed to give teams and collaborators a clear picture of how I think, how I build, and how I approach solving complex technical problems in games and interactive software.