I’m a game developer with seven years of experience across shipped titles including Star Wars Outlaws (Switch 2), Rainbow Six Siege Mobile, Gwen’s Getaway, and South Park: Phone Destroyer. At Ubisoft RedLynx, I designed systems, owned features end-to-end, and built prototypes from scratch—then carried them through to full production. I focus on player experience as much as technical execution, with a strong instinct for UI/UX and game feel. I’m comfortable working across the full stack, from a blank Unity project to large-scale C++ codebases in proprietary engines like Snowdrop. My primary languages are C# and C++, and I’ve worked extensively in both Unity and custom AAA pipelines. Before AAA, I developed real-time multiplayer netcode, built VR research tools, and authored the second-fastest published solver for a combinatorial puzzle. Based in Helsinki. Available for contract work.

MAHDI NIKFALLAH

I’m a game developer with seven years of experience across shipped titles including Star Wars Outlaws (Switch 2), Rainbow Six Siege Mobile, Gwen’s Getaway, and South Park: Phone Destroyer. At Ubisoft RedLynx, I designed systems, owned features end-to-end, and built prototypes from scratch—then carried them through to full production. I focus on player experience as much as technical execution, with a strong instinct for UI/UX and game feel. I’m comfortable working across the full stack, from a blank Unity project to large-scale C++ codebases in proprietary engines like Snowdrop. My primary languages are C# and C++, and I’ve worked extensively in both Unity and custom AAA pipelines. Before AAA, I developed real-time multiplayer netcode, built VR research tools, and authored the second-fastest published solver for a combinatorial puzzle. Based in Helsinki. Available for contract work.

Available to hire

I’m a game developer with seven years of experience across shipped titles including Star Wars Outlaws (Switch 2), Rainbow Six Siege Mobile, Gwen’s Getaway, and South Park: Phone Destroyer.

At Ubisoft RedLynx, I designed systems, owned features end-to-end, and built prototypes from scratch—then carried them through to full production. I focus on player experience as much as technical execution, with a strong instinct for UI/UX and game feel.

I’m comfortable working across the full stack, from a blank Unity project to large-scale C++ codebases in proprietary engines like Snowdrop. My primary languages are C# and C++, and I’ve worked extensively in both Unity and custom AAA pipelines.

Before AAA, I developed real-time multiplayer netcode, built VR research tools, and authored the second-fastest published solver for a combinatorial puzzle.

Based in Helsinki. Available for contract work.

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Experience Level

Expert
Expert
Expert
Intermediate

Language

English
Fluent
Persian
Fluent
Finnish
Beginner

Work Experience

Senior Game Programmer at Ubisoft RedLynx
November 1, 2022 - January 1, 2026
Architected modular game systems with interface-first development, feature flags, and dependency injection for incremental deployment and rapid issue mitigation. Owned progression & economy systems including reward tracks, multi-currency flows, scheduled events, and mission frameworks using ScriptableObject pipelines and JSON configs. Developed reactive UI framework with UniRx, observable state bindings, view-controller separation, and object pooling. Engineered LiveOps infrastructure with versioned remote configs, persistent caching, server-synchronized time, and scheduled event pipelines for runtime content delivery. Implemented cross-platform authentication with OAuth flows, token refresh, session persistence, and state-machine transitions for robust account linking and recovery. Contributed to Snowdrop engine (C++) optimizing object spawn/despawn, data streaming, and LOD systems. Implemented Addressables workflows with async instantiation, tracked lifecycles, and reference cleanup.
Tools Programmer at Tampere University
December 1, 2021 - November 1, 2022
Developed configurable virtual research environments in Unity with data-driven parameter systems for academic experiments. Implemented mixed-reality solutions for medical applications using MRTK, Ultraleap, and Varjo OpenXR integration. Wrote custom HLSL shaders integrating raymarching techniques for advanced volumetric rendering. Modified large-scale codebases (MRTK, Ultraleap, Varjo OpenXR) to achieve custom functionality.
Game Programmer (DOTS/ECS Specialist) at HAWK INDIE GAME STUDIOS
September 1, 2019 - August 1, 2021
Built core gameplay, physics simulation, and session management using Unity DOTS/ECS, Jobs System, and Burst Compiler. Engineered deterministic peer-to-peer networking with lockstep and rollback synchronization for real-time multiplayer. Implemented AI systems including real-time A* pathfinding and behavior trees for dynamic NPC decision-making. Took features from concept to completion autonomously: architecture, implementation, profiling, and iteration.
High Performance Computing Intern at INSTITUTE FOR RESEARCH IN FUNDAMENTAL SCIENCES (IPM)
March 1, 2019 - September 1, 2019
Researched high-efficiency AI using Monte Carlo Tree Search; developed the second fastest published Slitherlink solver.
Android Developer at SAMAN MADAR PARS
June 1, 2016 - March 1, 2017
Developed native Android applications in Java/Kotlin with clean architecture patterns and modular code. Implemented RESTful API integration for real-time university service automation with offline-first data persistence using SQLite/Room. Built responsive Android UI with Material Design, RecyclerView, and efficient view binding; end-to-end feature development: requirements gathering, architecture design, UI/UX implementation, testing, and deployment.

Education

M.Sc. Signal Processing and Machine Learning at Tampere University, Finland
January 1, 2021 - January 1, 2025
B.Sc. Computer Engineering at K. N. Toosi University of Technology, Iran
January 1, 2015 - January 1, 2020

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment