CV
Mahmoud Bagheri Moghaddam
EXPERIENCE
September 2021 - Present
Software Engineer Quality In Graphics (April 2025 - Present)
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Graphic platforms (Ray-Tracing and Graphics device)
Software Engineer Quality in DOTS (July 2023 - April 2025) ​
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During my time in the DOTS organization at Unity, I was embedded in the DOTS Samples, Entities (ECS API), DOTS SDET, and Entities-Graphics teams, while also collaborating with the content production team and Nintendo platform group.
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Some of the things I worked on :
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​Optimized performance and set up CI pipelines for Megacity and ECS Galaxy, showcased at Unite 2023 & 2024.
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Led Nintendo Switch port efforts, integrated platform services, and fixed input/graphics bugs
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Maintained and improved CI pipelines for DOTS packages, isolating infrastructure noise from actual errors.
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Investigated and reported DOTS API performance regressions using microbenchmarks.
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Set up a macrobenchmark project for integrated, scenario-based performance testing in CI.
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Projects
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ECS-Galaxy​
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QA student worker at Unity Copenhagen office (September 2021 - July 2023)
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Responsible for rendering features, profiling, and programming internal game projects using the data-oriented technology stack (DOTS)
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Embedded QA in the Rendering team of DOTS
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Maintaining CI and graphic test projects and finding and reporting new bugs
DOTS
Technical Artist (VFX) internship ( September 2022 - January 2023)​
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In collaboration with Unity
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Exploring different workflows of exporting VFX from DCC to game engines (alembic, VAT, FBX, flipbooks, HDA... ) and comparing pre-baked and real-time FX.
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Thesis (January 2023 - June 2023):
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In collaboration with Unity
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GPU-driven animation pipeline for high-resolution simulations and crowd simulations
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Animation Pipeline that bakes bone animation textures and supports linear and dual quaternion skinning.
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Indirect crowd spawner system on GPU with LOD and Culling using compute shaders
SKILLS
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Programming Languages: C# ,C++ ,Python ,Unity CG(HLSL), OpenGL(GLSL)
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Applications: Unreal Engine, Unity Engine, Houdini, Blender (Simulation and basics),Quixel Mixer, ShotCut)
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Fields: Technical Art (shaders and VFX), QA (CI/ Platform testing), Gameplay Programming, Tool Programming, Game Design, Level Design,
(Click on the underlined texts for more detail)
EDUCATION
September 2016-July 2023
M.Sc. Games - Design track (September 2021-July 2023)
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IT University of Copenhagen
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Granted State Scholarship
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Courses:
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Game world design (12/12)
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Technical artists Internship (12/12)
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Thesis (12/12)
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B.Sc. Computer Engineering (September 2016 - July 2021)
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GPA : 15.39/20
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Received a national undergraduate full scholarship.
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Courses:
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Computer Game Design (19/20)
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Object-Oriented Programming C# (19.75/20)
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Artificial Intelligence and expert systems (18/20)
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Machine Learning (16.25/20)
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Software Engineering II (20/20)
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Design Patterns (15/20)
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PERSONAL PROJECTS
January 2016- Present
Team :​
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Amnesty of Exiled (First person story-driven game with Unreal Engine) (student project)
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Last Light (2D platformer game with Unity Engine)
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Icebreaker (2D experimental RPG Game with Unity Engine)
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(I worked as a game designer and programmer with two of my colleagues in our indie team)
Solo:
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Arctic (3D cinematic game with Unreal Engine)
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Ritual (3D cinematic with Unreal Engine)
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As above, So below (3D experimental game with Unity)
PARTICIPATIONS
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Summer of Unreal (August 2022):
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Unity X Lego game jam (September 2021):
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TGC 2018 (Tehran Game Convention):
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1-day Masterclass:
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UX and Cognitive science in Game Design by Celia Hodent
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Optimization of 2D game assets in Unity engine by Mojtaba Rajabi
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2-day general conferences (game design art programming)
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TGC 2017:
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6-hour Masterclass: Advanced Freemium game design by Pascal Luban
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2-day general conferences (game design art programming)
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LANGUAGE
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Persian
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English