I seek any role with advanced programming challenges, especially with performance critical and memory constrained scenarios. I seek work where I can use as much of my experience as possible or really get to dig deep in low level programming.
Gafgar Davallius
@gafgar
Senior game engine and tools programmer specialized in performance and diagnostics.
What I'm looking for
I am a senior game engine and tools programmer with extensive experience shipping PC and console titles across AAA and indie studios, focused on performance, diagnostics, and robust production tooling. I specialize in memory systems, synchronization, streaming, asset pipelines, and editor reliability.
I have delivered measurable outcomes including low-overhead synchronization profiling, modular memory tracking, physics streaming fixes, replication and networking optimizations, and rendering and TA performance improvements across multiple shipped projects. I build practical tooling and systems that speed production and make complex problems diagnosable.
I bring over two decades of C/C++ development, cross-platform engine and editor expertise (Unreal, custom engines), and a pragmatic collaborative approach to solving difficult runtime and authoring challenges to help teams deliver stable, high-performance games.
Experience
Work history, roles, and key accomplishments
Senior Game Engine Programmer
PlatinumGames
Dec 2023 - Dec 2025 (2 years)
Built low-overhead synchronization profiler and modular memory tracking tools that reduced diagnostic time and enabled real-time memory hotspot analysis; reworked asset formats and pipeline to reduce runtime memory and complexity for shipped and unannounced engine projects.
Game Engine Programmer
Luminous Productions
Dec 2020 - Dec 2023 (3 years)
Eliminated physics streaming hitches and stabilized performance via PhysX-based reusable systems and delivered robust cutscene/event tools to accelerate production workflows; improved input and camera responsiveness across platforms for Forspoken.
Senior Software Engineer
Coffee Stain Studios
Feb 2019 - Nov 2020 (1 year 9 months)
Improved replication efficiency and reduced bandwidth usage with new replication types and core optimizations, optimized factory rendering via grouping/instancing, and delivered cross-play between Epic Games Store and Steam for Satisfactory.
Programmer & Creative Director
Coilworks
Jan 2010 - Feb 2019 (9 years 1 month)
Led design and implementation of core player movement, deterministic gameplay, AI, and engine-side animation systems for multiple games; built custom engine and tools, performed major performance and memory optimizations.
Education
Degrees, certifications, and relevant coursework
University of Skövde
Coursework / Non-degree studies, Game Development
2006 - 2010
Grade: N/A
Activities and societies: Academic Game Lab (AGES); Arcade Game Club (SAFT); Martial Arts (Taidou, Karate); developed hobby projects including KAZA (RE4 like score attack game), Kykling? (3D Bomberman like game), Boiler (nominated Swedish Game Awards 2007), Eather, Ödlespelet (nominated Swedish Game Awards 2008), and Elysian Pages.
Completed various courses in Game Programming, Game Design, and Game Art, equivalent to a degree in programming and game art, while contributing to multiple solo and group game projects and participating in campus game societies.
Availability
Location
Salary expectations
Social media
Job categories
Skills
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