Daniel Collin

Stockholm, Sweden
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Summary

🤩
Rockstar
🎓
Top School
Daniel Collin is a veteran systems and game-engine engineer with 15 years of experience shipping performance-critical C/C++ and assembly code for acclaimed titles like Battlefield and Mirror's Edge and now working at Unity Technologies. He specializes in low-level programming across architectures (SPU, PowerPC, MIPS/PS2, 680x0, x86) and has applied data-oriented design publicly at GDC, reflecting a craftsmanship for squeezing every cycle from hardware. An active open-source contributor, he strengthened Capstone’s M68K backend and created cross-platform framebuffer libraries (minifb and rust_minifb), showing comfort across back-end, platform, and tooling work. Based in Stockholm, he combines a demoscene hacker’s creativity with commercial game development rigor, often tackling obscure architectures and portability challenges that others avoid.
code15 years of coding experience
bookBergslagsskolan
languagesSwedish, English
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Github Skills (19)

objective-c10
develop10
multiplatform10
windows10
linux10
cross-platform10
c1110
c1710
x1110
rust10
framebuffer10
winapi9
wp-api9
ws-api9
macos8

Programming languages (19)

C#Objective-JJavaC++CSSRustCMakefile

Github contributions (5)

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emoon/rust_minifb

Nov 2015 - Oct 2022

Cross platfrom window and framebuffer crate for Rust
Role in this project:
userFull-stack Developer
Contributions:8 reviews, 373 commits, 150 PRs in 7 years
Contributions summary:Daniel primarily contributed to the cross-platform window and framebuffer crate for Rust, focusing on adding and fixing platform-specific implementations. They addressed issues in the Windows and Linux versions, integrating the necessary dependencies. They also implemented examples, such as a noise generation example, and integrated with existing platform codebases, while running rustfmt across the codebase.
crateframebufferx11rustwindowing
emoon/minifb

Jun 2014 - Mar 2020

MiniFB is a small cross platform library to create a frame buffer that you can draw pixels in
Role in this project:
userFull-stack Developer
Contributions:22 commits, 20 PRs, 21 pushes in 5 years 9 months
Contributions summary:Daniel implemented the initial Mac OS X version of the cross-platform library, adding the necessary windowing and rendering components using Objective-C and Cocoa. The user expanded the library with a test application using a noise generation algorithm to demonstrate basic functionality. The user also added build files for Tundra, a build system and provided Windows and X11 implementations.
bufferwindowsframea-framedraw
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Daniel Collin