Ario Amin

Senior Programmer (Gameplay, UI & Editor Toolings)

My name is Ario and I live here in Luleå with my fiancé and our two fur-babies (Two chinchilla twin siblings).

My hobbies are few but they include programming hobby projects (see my github for specifics), playing games or hanging out with the chinchillas (or very occasionally writing a song that no one will ever hear haha).

I'm a senior programmer and have worked professionally in some programming and engineering roles for the past decade, this has mostly been in game development but also have worked in telecom R&D (5g related, L2 system design).

Not available for hire
Luleå

About

I've three shipped titles under my belt and I specialize in gameplay, UI, and tooling. My biggest strength is knowing how to navigate the messy reality of game development: I can write meticulous, long-term architecture when there's time, or I can take a half-baked spec, dive into the trenches, take a vague spec, and build out a large system in a few weeks when a production emergency hits. I specialize in gameplay, UI, and tooling, and enjoy bridging the gap between ideal software architecture and the practical realities of shipping games.

Experience highlights

Gameplay & UI Programmer
Rennsport : 2024-present
Senior Development Engineer
Ironbelly Studios Ltd. : 2022-2024
Development Engineer
Effnet AB : ~2020-2021

Professional work Timeline

Now →
2024

Gameplay & UI Programmer, Rennsport Sweden AB

Contributed to the 1.0 release and ongoing live-service roadmap by developing new game modes, UI, and network features. Alongside handling SDK integrations and cross-platform bug fixes I also work on physics telemetry.

2022

Senior Development Engineer, Ironbelly Studios Ltd.

Designed and built core gameplay, progression, and Gameplay Ability System (GAS) integrations across five major in-house and client projects, including Shrapnel and Fractured Veil. Beyond engineering advanced movement pipelines and data-driven plugins, I modernized proprietary frameworks, resolved critical bugs for GDC showcases, and led both client onboarding and junior mentorship.

2021

Development Engineer, Ironbelly Studios Ltd.

Engineered backend and gameplay systems for two Unreal Engine projects. I first built custom plugins, data-munging algorithms, and ROS integrations to process massive LiDAR datasets for an AV simulation, before architecting the core interaction and data-driven progression systems for Fractured Veil.

2020

Development Engineer, Effnet AB

Telecommunications R&D at Effnet. Role involved implementing standards for the L2 and related systems for communications between the UEs and gNBs, for the 'Effnet 5G UE/CPE protocol stack'.

2015

Permafrost Development

Still Actively working on in-house projects. Aimed towards in-house projects and later used for occasional contract-work.

Skills

Programming
  • C++ (14, 17, 20)
    12+ YRS
  • C (99, 89)
    10+ YRS
  • C#
    4+ YRS
  • Go, PHP, JS, ODIN
    4+ YRS
  • System Design
    7+ YRS
  • Microcontrollers
    4+ YRS
OVERALL PROFICIENCY
Game engines
  • Unreal Engine
    11+ YRS
  • Unigine
    3+ YRS
  • Cryengine/O3DE
    1+ YRS

Source control
  • Git
    6+ YRS
  • P4/Perforce
    6+ YRS
  • SVN
    1+ YRS
OVERALL PROFICIENCY
Debugging
  • MSVC Toolchain
    7+ YRS
  • GDB
    3+ YRS
  • Valgrind
    3+ YRS

Build Tools
  • Make
    4+ YRS
  • CMake
    4+ YRS
  • Ninjabuild
    1+ YRS
OVERALL PROFICIENCY
Art Tools
  • ZBrush
    2+ YRS
  • Substance
    3+ YRS
OVERALL PROFICIENCY

Selected Projects