Robin Doeleman



Hi, I'm Robin

I'm a rendering programmer at Codemasters, and a part of the team making the official Formula 1 games for Playstation, Xbox and Windows.

Before Codemasters, I studied game programming at The Game Assembly in Malmö, Sweden, learning about all aspects of games development for a multitude of genres.


Ever since I first played Final Fantasy and Zelda, I've always had a burning passion for video games and rendering technology, and for almost 10 years I've had the privilege of working in the games industry.

Rendering and VFX programming

Game engine systems and tools

AAA multi-platform games

DirectX, PlayStation 4, Xbox One


Memory management

Name: Robin Doeleman

Date of birth: 30 Nov 1987

Nationality: Swedish

Languages: Swedish, English, Japanese

Phone: +44 786 176 0433



  • C++ and C#, and debugging assember on x64, x86 and PowerPC.
  • PC, PlayStation 4 (Base and Pro), Xbox One (Base, S and X), PlayStation 3, and Xbox 360 game development.
  • Rendering and Compute on DirectX 9-12, PlayStation 4, Xbox One, PlayStation 3, and Xbox 360 rendering APIs, and HLSL.
  • Parallel programming and low-level SIMD optimisation on x64, x86, PowerPC and SPU.
  • Multi-GPU programming for SLI and CrossFire.
  • Linear algebra, 3D mathematics, and experience in physically based rendering.
  • 3D rendering for several AAA multi-platform racing games, and indie RTS, FPS and third-person games.
  • Multi-threaded AAA game engine design and memory management.
  • Tools development for AAA games, using .Net, WPF and MVVM.
  • Debugging and optimisation with tools like Razor, Pix, GpuView, Nsight, RenderDoc and VTune.
  • Software engineering with object and data oriented programming, patterns and UML.
  • Strong teamwork and management skills.
  • Agile Software Development using Scrum and XP, on long and short term projects.


Codemasters F1 Studio - 2012 - Current

I'm a part of the rendering team working on the official F1 games, lately focusing on UI and systems, and also spent a lot of time in various areas, like post processing and lighting.


Codemasters Central Tech - 2010 - 2012

I was a part of the Central Tech rendering team, where I took part in developing the in-house engine, and supported the development of F1 Race Stars.

I was the main contributor to the particle system, and the particle editor used across the majority of Codemasters games.


The Game Assembly - 2008 - 2010

I spent 2 years studying as a game programmer at The Game Assembly in Malmö, Sweden, where I learned everything from network programming, AI and management, to my main areas, rendering and engine programming.


(click on the images for videos)