> Who am I?


Deep ontological question, but let's go with the short answer: my name's Ridam Rahman. I'm your friendly neighbourhood game programmer, with a dark past as a web developer. Outside of coding my interests include musical theatre, DJ-ing, writing novels, playing the piano, and D&D.

Here's a bunch of stuff I've worked on, I hope you like it.

Skills


Programming

I'm quite proficient with the most important languages, such as C++, C# and Java, but I'm good with Python and Scala as well. I'm also quite familiar with most programming paradigms and patterns. Last but not least, I've also worked with web frameworks, such as Angular and Ionic.

Game Engines

I've got experience in developing games using the most well known 3D engines, in particular Unity and Unreal Engine. I've also built basic game engines through pure DirectX and SFML.

Problem Solving

I love finding solutions to tough problems. Whether the problem is real or virtual, I love overcoming challenges for fun.

Creativity

In my spare time, I enjoy reading and writing novels and short stories. I've honed such skills through a dedicated passion for popular culture and entertainment.

Achievements


MSc in Computer Games Technology

Unlocked in 2020, at Abertay University in Dundee, Scotland. This institution has been ranked as the best university for video game related degrees in Europe . I know, weird flex.

The core modules I've studied are Applied Mathematics and Artificial Intelligence, Game Design and Development, Advanced Procedural Methods and Network Game Development. I've graduated with a thesis on "Using Generative Adversarial Networks for Content Generation in Games", with the support of Microsoft.

BSc in Computer Science

Unlocked in 2018, at Sapienza University of Rome, in Italy, after three fantastic years. The future has passed here.

The core modules I've studied in this course are Fundamentals of Programming, Logic for Computer Science, Digital Electronics, Algorithms, Differential Calculus, Computer Architecture, Programming Paradigms, Operative Systems, Data Bases, Algebra, Computer Networks, Parallel and Functional Programming, Human Machine Interaction, Software Engineering and last but not least, Automata, Complexity and Calculability. I've graduated with a thesis on "QuBE - The Quiz Battle Editor: An environment for educational game development".

High School Diploma

Unlocked this in 2014, at the Isacco Newton High School in Rome, Italy. I'm mentioning this place 'cause I've been through Latin and Philosophy as a teenager, beside studying your classic Physics, Maths, History, Literature, Chemistry, Astronomy and History of Art. It is the place where I've learned the value of being an undecisive jack of all trades... and a good human being.

Let's Get In Touch!


Feel free to write me an email, look up my projects on Github or Bitbucket, or check my Linkedin profile!

Follow me on Social Media!


We could have more than a healthy professional relationship. We could be friends.

Let's Play Together!


Add me on Steam!

CV / Resume

Download PDF

Ridam Rahman

Game Programmer | Unreal Engine & C++

rexridam@gmail.com · +44 7367 524452

Portfolio · GitHub · LinkedIn

Italian citizen · UK settled status

Profile

Game programmer with five years of professional games experience, focused on Unreal Engine and C++ across gameplay systems, rendering diagnostics and console performance. Delivered multiplayer ARPG gameplay, designer-facing systems and production fixes across partner-studio projects. Combines platform debugging and profiling with engine tooling experience to solve technical problems from feature development through release support.

Technical skills

Unreal gameplay
C++ gameplay implementation in networked multiplayer projects; Gameplay Ability System (GAS), State Trees and Environment Query System (EQS).
Rendering & performance
Lumen and Virtual Shadow Maps troubleshooting; Unreal Insights profiling; Xbox Series X and PlayStation 5 SDK debugging within rendering budgets and platform requirements (TRCs).
Tools & production
Data Table management, automated tests, Backtrace issue resolution and hotfixes; Perforce and Git.
Wider engineering
C#, Unity, DirectX 11, Gameface, SFML, Python, Java, Scala, JavaScript, TypeScript, AngelScript, Angular and Ionic; Windows, Linux and macOS.

Professional experience

Game Programmer | Rocket Science

July 2026 - Present

Crimson Moon

Developer: ProbablyMonsters | Programmer | July - October 2026

  • Diagnosed and fixed Unreal Engine rendering issues before and after release, ensuring stale Virtual Shadow Maps data was refreshed and Lumen was enabled correctly.
  • Profiled and optimized Xbox Series X and PlayStation 5 builds through extensive platform SDK debugging and Unreal Insights analysis, keeping performance within rendering budgets and platform technical requirements (TRCs).
  • Resolved production issues reported through Backtrace and delivered hotfixes using Unreal Engine, C++ and Perforce.

Game Programmer | Double Eleven

April 2021 - April 2026

Grounded 2

Programmer | Obsidian / Double Eleven

  • Developed Playground-mode gameplay features using Unreal Engine systems, translating designer requirements into implementation in collaboration with designers and UI artists.

Minecraft Dungeons II

Programmer | Mojang / Double Eleven

  • Implemented gameplay logic for a networked multiplayer ARPG using Unreal Engine State Trees, Gameplay Ability System (GAS) and Environment Query System (EQS), translating designer requirements into working systems.
  • Developed Data Table management systems to support game-data workflows and wrote automated tests to validate implementation.

Fallout 76

Programmer | Bethesda Game Studios / Double Eleven

  • Extended Creation Kit tooling to support multiple disciplines, including mesh export with embedded textures, materials and mesh data.

RimWorld: Console Edition

Programmer | Ludeon / Double Eleven

  • Adapted the PC user experience for consoles and optimized performance on lower-end hardware.
  • Reimplemented UI using Coherent Gameface and built a translation management system integrating thirteen language repositories.

Engineering development

My engineering career began in full-stack development and system administration, followed by postgraduate study in games technology. At Double Eleven, I built experience in console adaptation, engine tools and production workflows before applying Unreal Engine systems to multiplayer gameplay and designer-facing features. At Rocket Science, that foundation expanded into Unreal rendering diagnostics, console performance optimization and live-release support.

Earlier experience

Full Stack Developer | PC-Cube

April 2018 - July 2019

Developed progressive web applications for public administration using Angular and Ionic. Supported system administration alongside IBM at the Italian Ministry of Justice.

Education

MSc Computer Games Technology | Abertay University

2019 - 2020

Thesis: Using Generative Adversarial Networks for Content Generation in Games.

BSc Computer Science | Sapienza University of Rome

2015 - 2018

Thesis: QuBE - The Quiz Battle Editor: An environment for educational game development.

Selected projects

Onirico: Lead programmer / designer: designed and implemented Unity gameplay, movement, stealth and UI.

Procedural Scene: Built a DirectX 11 scene with procedural terrain, Voronoi dungeons, collision detection and post-processing.

Roll-A-Ball-AI & SFML Hockey: Compared finite-state and reinforcement-learning AI in Unity; built a two-player client-server game using SFML.

Game jams: Solomon's Lost and Found (2021); Garden of Memories, Eliptica, Sparky & Smith: Under Repair and Revolution (2020). Contributions included design, programming, AI, AirConsole controls, art and narrative.

Interests

Creative writing, theatre, DJ-ing and piano. Published two short novels in Italian.

I Love Computer Science

Post by Ridam Rahman, Sep 06, 2020.
Blog Text

I'm assuming you were expecting a blog post. But instead it was me, Dio!