Graham Wihlidal

Graham Wihlidal

Senior Rendering Engineer

  • twitter icon
  • facebook icon
  • linkedin icon

Professional Profile

The gaming industry is an incredibly diverse market, and thrives on the premise that the expectations for games increase exponentially, and game developers must in turn match these demands to survive in such a competitive environment. Education and academic achievement is extremely important to me, and in order to remain knowledgeable in all existing and upcoming technologies, study cutting-edge techniques and documentation on a routine basis.

Professionalism is vital to the success of any large scale company, and has become a belief that I hold in high regard. I treat everyone equally, and with mutual respect. Conflict resolution is second nature to me, and I always value opinions and constructive feedback. My work output and ethic is a clear representation of my beliefs, and the quality and innovation of my work shows my dedication and passion to this profession.

Realistic goals are an important belief of mine, and as such, influence how I evaluate potential tasks. If a goal is unrealistic, I will do my best to strategize overcoming this goal. If the goal cannot be done, it is important to me that I discuss that task, and re-evaluate the common objectives pertaining to the task. I am honest and accurate as to what I can deliver within a certain timeframe, and always deliver the end result that was initially agreed on.

My largest strength, and one of the most important beliefs of mine, is that the key to success in this industry is innovation. Game developers stand apart through their creativity and innovation, and as such, influences how I develop software. I constantly try to find better ways to perform particular tasks, and if a feasible idea presents itself, I build a simple prototype to test my ideas, and hopefully discover a unique method of performing a certain task.

Work Experience

July 2013 - Present

Senior Rendering Engineer

Frostbite, Full-Time

Developing the rendering and low level engine technology, and providing direct features and support, for the following titles:

  • Battlefield 4 (PC\360\PS3\XB1\PS4)
  • Need for Speed: Rivals (PC\360\PS3\XB1\PS4)
  • Plants vs Zombies: Garden Warfare
  • Dragon Age: Inquisition (PC\360\PS3\XB1\PS4)
  • (other unannounced titles in development)

June 2006 - October 2013

Senior Software Engineer

BioWare, Full-Time

In charge of a number of critical systems including multiplayer backends, 3D graphics\shaders, low-level platform optimization (x86,x64,PS3,360), and engine architecture.

Worked extensively on the following titles:

  • Mass Effect 1 (PC\360)
  • Mass Effect 2 (PC\360\PS3)
  • Mass Effect 3 (PC\360\PS3)
  • Dragon Age: Origins (PC\360\PS3)
  • Dragon Age Inquisitions
  • Battlefield 4 (PC\360\PS3\XB1\PS4)
  • Star Wars: The Old Republic - MMO (PC)

March 2005 - May 2006

Consultant & Partner

CGI Group, Inc, Full-Time

Developer on the APPRES project for Alberta Government Services. In charge of general development and also the design and implementation of a custom reporting framework and processing\rendering engine.

Interacted both directly and indirectly with the client to assess business needs and anticipate required functionality related to reporting.

Also served as the configuration manager on the project, and performed numerous tasks like the delivery of integration baselines alongside development work. Was also in charge of keeping developer machines operational and productive, including setting up new machines and source control accounts (Rational ClearCase, ClearQuest, and Requisite Pro).

Occasionally coached other developers as required.

July 2004 - February 2005

Lead Business Application Developer

eWorkflow Biz Inc, Full-Time

Lead developer of a workflow automation framework and application using C# .NET, Windows Forms, ASP.NET, SQL Server 2000, Exchange API, and Windows SharePoint Services. The workflow was modeled from the BPML specification (Business Process Modeling Language).

December 2002 - February 2004

Independent Consultant

InfoPath Service Assurance Inc, Full-Time

March 2001 - April 2003

Independent Consultant

Self-Employed, Full-Time


Game Engine Toolset Development

640 Pages

Game Engine Toolset Development provides you with a core set of skills and a comprehensive insight that will aid you in the development of game engine utilities, significantly reducing the time period associated with the construction phase of a project. The book starts off with topics regarding development methodologies and best practices, and then proceeds into advanced topics like swap chain management and MVC object model automation with CodeDom. The companion Web site provides downloads of all source code from the book, as well as several bonus chapters.

Box Filtering Height Maps for Smooth Rolling Hills

Advanced Game Programming

Wrote an article "Box Filtering Height Maps for Smooth Rolling Hills" that was published in this book.


Northern Alberta Institute of Technology

Computer Systems Technology — Honors


Graduated with distinction.

Game Institute

Game Development Courses


  • Game Mathematics
  • Graphics Programming with DirectX 9
  • Artificial Intelligence for Game Developers
  • Real-Time 3D Terrain Rendering
  • Advanced 3D BSP, PVS and CSG Techniques

Microsoft Certifications

Architecture and Engineering Courses\Exams


  • Microsoft Certified Professional
  • Microsoft Certified Application Developer (.NET)
  • Microsoft Certified Solution Developer (.NET)
  • Microsoft .NET 2.0 Early Adopter

Technical Skills

Email Me