I’m Grant Arundell, a team leader, programmer, and game designer living in Burnaby, British Columbia, on the unceded territories of the Musqueam, Squamish, and Tsleil-Waututh Nations. I’m a lifelong gamer who loves building games with people who share a passion for quality and play. Over more than 22 years in the industry I’ve worn many hats and learned that great games come from strong collaboration, thoughtful design, and solid engineering. I hold a B.Math in Mathematics with a focus on Computer Science from the University of Waterloo. I’ve worked on dozens of titles across platforms and genres, from indie projects to big studios, and I thrive on mentoring teams and shipping features that matter. I’m excited to keep growing and making games with the amazing people in this industry.

Grant Arundell

I’m Grant Arundell, a team leader, programmer, and game designer living in Burnaby, British Columbia, on the unceded territories of the Musqueam, Squamish, and Tsleil-Waututh Nations. I’m a lifelong gamer who loves building games with people who share a passion for quality and play. Over more than 22 years in the industry I’ve worn many hats and learned that great games come from strong collaboration, thoughtful design, and solid engineering. I hold a B.Math in Mathematics with a focus on Computer Science from the University of Waterloo. I’ve worked on dozens of titles across platforms and genres, from indie projects to big studios, and I thrive on mentoring teams and shipping features that matter. I’m excited to keep growing and making games with the amazing people in this industry.

Available to hire

I’m Grant Arundell, a team leader, programmer, and game designer living in Burnaby, British Columbia, on the unceded territories of the Musqueam, Squamish, and Tsleil-Waututh Nations. I’m a lifelong gamer who loves building games with people who share a passion for quality and play. Over more than 22 years in the industry I’ve worn many hats and learned that great games come from strong collaboration, thoughtful design, and solid engineering.

I hold a B.Math in Mathematics with a focus on Computer Science from the University of Waterloo. I’ve worked on dozens of titles across platforms and genres, from indie projects to big studios, and I thrive on mentoring teams and shipping features that matter. I’m excited to keep growing and making games with the amazing people in this industry.

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Language

English
Fluent

Work Experience

Studio Lead Unity Programmer at Proof of Play
October 1, 2023 - Present
Led the Unity engineering team as both an individual contributor and as a manager/mentor for other programmers. Implemented a Web3-based WebGL/Unity client with a blockchain backend. Contributed creatively and technically to a new game type balancing open player data and ownership with traditional free-to-play mechanics. Served as principal programmer on Shiba Story Go from prototype to live-ops support. Responsible for UI in Shiba Story Go using the Unity 3D UIToolkit. Owned production for push notifications, video ads, analytics, and other architectural systems.
Studio Lead / Unity Programmer at Proof of Play
October 1, 2023 - Present
Led the Unity engineering team as both an individual contributor and manager, mentoring other programmers and guiding architecture for multiplayer/game systems. Implemented a Web-based client through the Unity 3D engine with a Web3 smart-contract backend, contributing to a new game model balancing open player data ownership with traditional free-to-play mechanics. Responsible for UI (Unity UIToolkit) and production ownership on features such as push notifications, video ads, analytics, and architectural systems.
Senior Lead Programmer / Lead Programmer at Budge Studios
October 1, 2021 - October 1, 2023
Directed technology and tools direction for Budge Studios. Balanced production support and tools development. Stayed on top of mobile and Unity platforms to proactively update tools and products. Identified shared technology opportunities between teams. Mentored programmers to improve their game development skills. Worked across disciplines to break down, estimate, and schedule game development work. Identified opportunities to make the development process more efficient and effective. Managed a live ops team of 10 programmers. Coordinated work across Artists, Programmers, and Designers. Met aggressive live ops release schedules and new feature updates. Organized and balanced tech debt and documentation against new feature development.
Senior Lead Programmer at Budge Studios
October 1, 2021 - October 1, 2023
Directed technology and tooling strategy for multiple mobile titles, balanced production and tooling efforts, and kept teams aligned with mobile and Unity platform updates. Identified shared technology opportunities, mentored programmers, and coordinated work across disciplines to improve efficiency. Managed a live ops team of 10 programmers and oversaw tech debt and documentation to support new features and releases.
Lead Technical Developer / Chief Technical Officer at Session Games
September 1, 2016 - September 1, 2021
Developed, designed, published, and maintained multiple titles using the Unity engine. Assessed third-party tech and software for use in Session Games projects. Interviewed and hired new programmers at Session Games. Implemented prototypes and hands-on development from prototype stage through live operations. Led efforts to manage technical debt and ensure robust architecture across projects.
Lead Technical Developer / CTO at Session Games
September 1, 2016 - September 1, 2021
Developed, designed, published, and maintained multiple titles using the Unity 3D engine. Evaluated third-party technology and software for use in Session Games projects and led recruitment for programming roles. Estimated short- and long-term engineering costs for features, and coordinated work across disciplines locally and remotely. Worked with 3D Studio Max to prototype level layouts and led a team of five scripters for two years.
Game Designer / Lead Scripter at Rockstar Games
August 1, 2007 - August 1, 2012
Designed and scripted gameplay features for Rockstar titles, including serving as Lead Scripter on key projects such as Max Payne 3. Collaborated across design and engineering to implement gameplay systems, AI, and level scripting, ensuring a polished player experience and cohesive development pipeline.
Game Designer / Lead Scriptwriter at Rockstar Games
August 1, 2007 - August 1, 2012
Designed gameplay, story structure, and scripting for multiple projects; led script development and collaborated with cross-disciplinary teams to deliver polished experiences. Contributed to high-profile titles across platforms, including involvement with major releases during the period.
Associate Software Engineer at Electronic Arts
October 1, 2004 - August 1, 2007
Contributed to game codebase, debugging, and feature implementation across titles, collaborating with QA and production teams to deliver robust software.
QA Tester at Electronic Arts
April 1, 2004 - October 1, 2004
QA testing for Need for Speed Underground 2 across PS2, Xbox, PC, and GameCube. Created and executed test plans, identified defects, and worked with development to verify fixes and ensure quality.
Quality Assurance Tester at Electronic Arts
April 1, 2004 - October 1, 2004
Developed and documented test plans; created and used debugging tools to test gameplay, and coordinated with production, QA, and development to ensure quality across builds.

Education

Bachelor's degree at University of Waterloo
January 1, 1999 - January 1, 2004
Bachelor's degree at University of Waterloo
January 1, 1999 - January 1, 2004

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment