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Graham Wihlidal

Game Credits


Battlefield: Hardline - Betrayal (2016)   (Rendering)
Battlefield: Hardline - Getaway (2016)   (Rendering)
Mirror's Edge: Catalyst (2016)   (Rendering)
Battlefield: Hardline (2015)   (Rendering)
Battlefield: Hardline - Criminal Activity (2015)   (Rendering)
Battlefield: Hardline - Robbery (2015)   (Rendering)
Need for Speed (2015)   (Rendering)
Rory McIlroy PGA Tour (2015)   (Rendering)
Star Wars: Battlefront (2015)   (Rendering)
Battlefield 4: Dragon's Teeth (2014)   (Rendering)
Battlefield 4: Final Stand (2014)   (Rendering)
Battlefield 4: Naval Strike (2014)   (Rendering)
Battlefield 4: Second Assault (2014)   (Rendering)
Dragon Age: Inquisition (2014)   (Rendering)
Battlefield 4 (2013)   (Rendering)
Battlefield 4: China Rising (2013)   (Rendering)
Need for Speed: Rivals (2013)   (Rendering)
Mass Effect (2012)   (Additional Programming)
Mass Effect 3 (2012)   (Programmers)
Mass Effect 3 (N7 Collector's Edition) (2012)   (Programmers)
Mass Effect 2 (2011)   (Additional Programming)
Star Wars: The Old Republic (2011)   (Client Programmers)
Mass Effect 2 (2010)   (Additional Programming)
Mass Effect 2 (Collector's Edition) (2010)   (Add'l Programming)
Dragon Age: Origins (2009)   (Programmers)
Mass Effect (2007)   (Additional Programming)


Star Wars: Battlefront (2015)   (Rendering )


Plants vs. Zombies: Garden Warfare (2014)   (Frostbite Development)


FIFA 18 (2017)   (Special Thanks)
Madden NFL 18 (2017)   (Special Thanks)
Mass Effect: Andromeda (2017)   (Special Thanks)
Need for Speed: Payback (2017)   (Special Thanks)
Star Wars: Battlefront II (2017)   (Special Thanks)
Battlefield 1 (2016)   (Special Thanks)
FIFA 17 (2016)   (Special Thanks)


Fortnite: Battle Royale (2017)   (Designed, Developed, and Published by Epic Games)

Developer Biography

Graham Wihlidal is a Senior Rendering Engineer on the Frostbite engine team, implementing and supporting technology used in many hit games like Battlefield 4, Dragon Age: Inquisition, and Star Wars: Battlefront. Prior to Frostbite, Graham was a Senior Engineer at BioWare for many years, shipping numerous titles including the Mass Effect and Dragon Age trilogies, and Star Wars: The Old Republic. Graham is also the author of Game Engine Toolset Development, and specializes in low level optimizations, engine architecture, GPU driver implementation, and console development.

Last updated: Feb 23, 2016

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