Lead Programmer · Game Designer · Team Leader

Grant Arundell

22 years making good games — across mobile, console, PC, VR, and web.

Engineering leader and game designer who brings order to chaos: shipping production systems, mentoring teams, and turning complex features into plans that just work.

Voxel avatar of Grant Arundell

// about

About

I'm a passionate, industry-experienced game programmer and designer who has worked on dozens of titles across multiple platforms, console generations, and genres. My objective hasn't changed since I got into the industry 22 years ago: make good games, and get better at it every year.

I lead engineering teams as both an individual contributor and a mentor, with deep experience in production architecture, live ops, and the systems that hold a game together — monetization, analytics, UI, and tooling. I hold a Bachelor's degree in Mathematics with a focus on Computer Science from the University of Waterloo.

Photo of Grant Arundell

// highlight reel

Career Highlight Reel

A few favourites across two decades — from where it started to a brand-new Web3 world.

Def Jam: Fight for NY Electronic Arts

Max Payne 3 Rockstar Games

Food Battle: The Game Roadhouse Interactive

Snowboarding: The Next Phase Session Games

Barbie Dreamhouse Adventure Budge Studios

Shiba Story Go Proof of Play

// code

Code Portfolio

A curated set of reusable C# systems I've built for production mobile games — provider-agnostic middleware with an emphasis on the parts that are actually hard: async lifecycles that span app restarts, unreliable third-party SDKs, and low-overhead profiling. Full source on GitHub →

// experience

Experience

Lead Unity Programmer

Oct 2023 — Present

Proof of Play · Fully Remote · Pirate Nation (Web3), Shiba Story Go (iOS/Android)

  • Lead the engineering team as an individual contributor, manager, and mentor.
  • Built a web client in Unity backed by Web3 smart-contract / blockchain technology, balancing open player data ownership with traditional F2P mechanics.
  • Principal programmer on Shiba Story Go from prototype through full live ops; owned the UI (Unity UI Toolkit) and architectural systems — push notifications, video ads, and analytics.

Senior Lead Programmer

Oct 2021 — Oct 2023

Budge Studios · Montreal, QC · Barbie Dreamhouse Adventure · Central Technology & Tools

  • Set technology and tooling direction for the studio; identified and built shared tech across teams.
  • Managed a live ops team of 10 programmers against an aggressive release schedule.
  • Balanced production support, tech debt, and new-feature development across disciplines.

Lead Technical Developer / CTO

Sep 2016 — Sep 2021

Session Games · Vancouver, BC · Red Bull series, Snowboarding: The Next Phase (Switch), and more

  • Developed, designed, published, and maintained multiple Unity titles across mobile and Switch.
  • Owned technical hiring; evaluated third-party tech and estimated engineering cost of game and feature designs.

Generalist / Lead Programmer

Aug 2012 — Sep 2016

Roadhouse Interactive · Vancouver, BC · Warhammer 40K: Carnage, Family Guy Online, and more

  • Developed and shipped multiple mobile and PC titles in Unity / C#, from leading a team to being the sole programmer on prototypes.
  • Lead Programmer on the award-nominated Warhammer 40K: Carnage.

Game Designer / Lead Scripter

Aug 2007 — Aug 2012

Rockstar Games · Vancouver, BC · Max Payne 3 (Xbox 360, PS3, PC)

  • Designed and implemented several levels of Max Payne 3 from paper design through shipping — AI, difficulty, cutscenes, custom animation, audio, and progression.
  • Managed a team of 5 scripters for 2 years and coordinated scripting across 4 international studios.

Associate Software Engineer / QA

Apr 2004 — Aug 2007

Electronic Arts · Burnaby, BC · FIFA, The Sims, Medal of Honor, Need for Speed

  • Programmed gameplay-testing cheats and tools and integrated debugging software across a range of EA Sports and EA titles.

// skills

Skills & Tools

Languages

C#, Lua, XML, proprietary scripting languages

Engines & Frameworks

Unity 3D / Unity 6, Unity UI Toolkit, Unity IAP / StoreKit 2, Nakama

Platforms

iOS, Android, Nintendo Switch, VR, PC (Steam), macOS, Windows, Web

Tools

Git, Perforce, SVN, Visual Studio, Xcode, Android Studio, JIRA, Claude

Leadership

Team leadership & mentoring, live ops, cross-discipline collaboration, technical planning & estimation

Design

Level & systems design, prototyping, gameplay feel, F2P economy & mechanics

// recommendations

What Colleagues Say

"Grant's superpower is his ability to bring order to chaos and to find the structure and key components of a complex development plan."

Principal Engineer who worked alongside Grant on two games at Proof of Play

"Grant is a problem solver at the highest level. You can throw any challenge at him and he'll take it with a smile and give his all to provide a good result."

Producer who worked with Grant at Proof of Play

"He can straddle both the design and engineering disciplines, and I'd easily work with him again on any future game project."

Game Director who managed Grant at Roadhouse Interactive

"A passionate designer, talented scripter, and loyal teammate — a unifying force on our team through his fierce optimism, level-headedness, and approachability."

Teammate who worked directly with Grant on Max Payne 3 at Rockstar Games

// contact

Let's build something

Open to lead and senior game-engineering roles. The fastest way to reach me: