I’m Mike Bagley Rogers, a Unity Certified Game Developer and the creator of Arcadion Pinball — a fast, browser‑playable 3D pinball experience built with a fully custom physics and mission system. I’ve spent my career building polished, production‑ready interactive software for major studios and clients. At Electronic Arts, I contributed gameplay systems, tools, and platform‑specific features across eleven shipped titles, including The Godfather: Blackhand Edition, Tiger Woods PGA Tour 08, Nerf N‑Strike, and multiple Sims 3 expansions. At Marxent, I engineered AR/VR retail applications used by global brands, improving stability, interaction systems, and cross‑platform performance across iOS, Windows, and VR. Today I contract as a Unity specialist, delivering gameplay systems, tools, and high‑performance interactive experiences — with Arcadion Pinball as my latest showcase of rapid iteration, modular design, and polished player feel.

Mike Bagley

PRO

I’m Mike Bagley Rogers, a Unity Certified Game Developer and the creator of Arcadion Pinball — a fast, browser‑playable 3D pinball experience built with a fully custom physics and mission system. I’ve spent my career building polished, production‑ready interactive software for major studios and clients. At Electronic Arts, I contributed gameplay systems, tools, and platform‑specific features across eleven shipped titles, including The Godfather: Blackhand Edition, Tiger Woods PGA Tour 08, Nerf N‑Strike, and multiple Sims 3 expansions. At Marxent, I engineered AR/VR retail applications used by global brands, improving stability, interaction systems, and cross‑platform performance across iOS, Windows, and VR. Today I contract as a Unity specialist, delivering gameplay systems, tools, and high‑performance interactive experiences — with Arcadion Pinball as my latest showcase of rapid iteration, modular design, and polished player feel.

Available to hire

I’m Mike Bagley Rogers, a Unity Certified Game Developer and the creator of Arcadion Pinball — a fast, browser‑playable 3D pinball experience built with a fully custom physics and mission system.

I’ve spent my career building polished, production‑ready interactive software for major studios and clients. At Electronic Arts, I contributed gameplay systems, tools, and platform‑specific features across eleven shipped titles, including The Godfather: Blackhand Edition, Tiger Woods PGA Tour 08, Nerf N‑Strike, and multiple Sims 3 expansions.

At Marxent, I engineered AR/VR retail applications used by global brands, improving stability, interaction systems, and cross‑platform performance across iOS, Windows, and VR.

Today I contract as a Unity specialist, delivering gameplay systems, tools, and high‑performance interactive experiences — with Arcadion Pinball as my latest showcase of rapid iteration, modular design, and polished player feel.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
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Expert
Expert
Intermediate
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Language

English
Fluent

Work Experience

Founder / Indi Developer at Holo Werkz
March 1, 2020 - Present
At Holo Werkz I design, build, and ship cross‑platform interactive products with a focus on WebGL, browser‑based gameplay, and rapid content‑creation pipelines. My work spans gameplay engineering, custom tooling, AI‑assisted workflows, and full‑stack deployment. Key Projects & Contributions Arcadion Pinball — WebGL Arcade Game Built a fully custom 3D pinball engine featuring handcrafted table design, mission scripting, dynamic lighting, and mobile‑optimized WebGL performance. Implemented PlayFab/Azure backend services for leaderboards, telemetry, and player data. Deployed to holowerkz.com with CDN‑friendly hosting and versioned builds. RPG Engine & Content System Developed a modular RPG framework supporting runtime content injection, AI‑generated narrative elements, mission graphs, and editor‑driven worldbuilding tools. Designed a flexible data pipeline enabling creators to build quests, interactions, and character behaviors without code changes. WebGL Game Development & Deployment Delivered multiple browser‑ready prototypes and systems, including physics‑driven arcade mechanics, UI frameworks, and asset‑streaming pipelines. Built automated WebGL deployment workflows for fast iteration and multi‑device compatibility. Google Play Publishing Engineered Android build pipelines, signing workflows, and Play Store deployment processes for Unity‑based mobile experiences. Implemented automated versioning, asset compression, and performance profiling for low‑end devices. Unity Asset Publishing Created reusable tools and systems for the Unity Asset Store, including editor extensions, content‑generation utilities, and workflow automation packages. Focused on clean architecture, documentation, and ease of integration for other developers. AI‑Created Tooling & Automation Designed AI‑assisted content tools for level generation, mission scripting, and rapid prototyping. Integrated LLM‑driven workflows into Unity to accelerate iteration, reduce manual setup, and support procedural content pipelines. Focus Areas Gameplay engineering • WebGL optimization • Editor tooling • AI‑assisted workflows • Backend integration • Cross‑platform deployment • Rapid prototyping • Full‑stack Unity development
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.

Education

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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
Unity Certified Associate: Game Developer (UCA-156)
January 11, 2030 - May 27, 2026
HoloLens 2 Quality Application Series (18811–18814)
January 11, 2030 - May 27, 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.