Aidin Abedi is a Lead Graphics Developer with 16 years of engineering experience, blending deep expertise in mathematics, physics and scientific computing with practical leadership across game, web, VR/AR and simulation projects. He has driven graphics and tools work at studios and platform companies—most recently at Animech and as a Tools Programmer at Epic Games—building scalable visualization pipelines and developer-facing platforms. Aidin is a pragmatic systems thinker who has repeatedly redesigned rendering subsystems and tooling for performance and usability, including meaningful contributions to open-source engines like PlayCanvas (rendering/culling improvements) and a lightweight C/C++ lightmapper. He pairs hands-on coding with product sensibility and team leadership, favoring clean architectures and reproducible workflows that ease integration. Based in Uppsala, Sweden, he brings a rare combination of academic rigor from a MSc in Engineering Physics and a relentless focus on ship-ready graphics solutions.
16 years of coding experience
17 years of employment as a software developer
Master of Science Engineering Physics and specialization in Scientific Computing, Master of Science Engineering Physics and specialization in Scientific Computing at Uppsala University
Powerful web graphics runtime built on WebGL, WebGPU, WebXR and glTF
Role in this project:
Front-end Developer
Contributions:76 commits, 70 PRs, 132 comments in 4 years 2 months
Contributions summary:Aidin primarily contributed to the PlayCanvas game engine's rendering pipeline by adding and modifying features related to layer culling, specifically the `cullingMask`. They refactored the existing `layerCullingMask` to `cullingMask` for the camera and used `mask` in `MeshInstance` objects. These changes involved modifying core rendering files such as `forward-renderer.js` and `camera.js`, impacting the engine's performance. The user also fixed typos, updated style consistency, and merged branch updates.
A C/C++ single-file library for drop-in lightmap baking. Just use your existing OpenGL renderer to bounce light!
Role in this project:
Full-stack Developer
Contributions:6 commits, 1 PR, 1 comment in 1 day
Contributions summary:Aidin primarily contributed to the project by addressing code style issues, such as trimming whitespace and converting space indentation to tabs, to improve code quality and consistency. They also refactored the main loop in the example code, isolating it into a dedicated function to allow for easier integration of different event loop APIs. Furthermore, the user added crucial error messages and fixed cleanup processes.
cppdrop-inlightbakinglightmap
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