I’m Cameron Owen, a creative engineer with 20+ years building real-time 3D and immersive VR/AR experiences, spanning multiplayer training sims, interactive media, and visual effects-driven applications. I’ve led engineering efforts that turn design briefs into shippable, cross-platform systems—often with tight iteration cycles and real-world constraints—while keeping quality, performance, and usability at the center. In my most recent role, I lead engineering on multiplayer VR training simulations at Real Serious Games, delivering prototype-to-production work for safety-critical training scenarios and supporting large facilitator-led sessions with up to 16 simultaneous participants. Previously, I worked across studios and client teams including Deloitte Digital and ATownship Tale, where I engineered AR/VR delivery pipelines, improved build quality and release processes, and ported content across platforms such as Quest, Pico, and desktop WebGL.…

Cameron Owen

I’m Cameron Owen, a creative engineer with 20+ years building real-time 3D and immersive VR/AR experiences, spanning multiplayer training sims, interactive media, and visual effects-driven applications. I’ve led engineering efforts that turn design briefs into shippable, cross-platform systems—often with tight iteration cycles and real-world constraints—while keeping quality, performance, and usability at the center. In my most recent role, I lead engineering on multiplayer VR training simulations at Real Serious Games, delivering prototype-to-production work for safety-critical training scenarios and supporting large facilitator-led sessions with up to 16 simultaneous participants. Previously, I worked across studios and client teams including Deloitte Digital and ATownship Tale, where I engineered AR/VR delivery pipelines, improved build quality and release processes, and ported content across platforms such as Quest, Pico, and desktop WebGL.…

Available to hire

I’m Cameron Owen, a creative engineer with 20+ years building real-time 3D and immersive VR/AR experiences, spanning multiplayer training sims, interactive media, and visual effects-driven applications. I’ve led engineering efforts that turn design briefs into shippable, cross-platform systems—often with tight iteration cycles and real-world constraints—while keeping quality, performance, and usability at the center.

In my most recent role, I lead engineering on multiplayer VR training simulations at Real Serious Games, delivering prototype-to-production work for safety-critical training scenarios and supporting large facilitator-led sessions with up to 16 simultaneous participants. Previously, I worked across studios and client teams including Deloitte Digital and ATownship Tale, where I engineered AR/VR delivery pipelines, improved build quality and release processes, and ported content across platforms such as Quest, Pico, and desktop WebGL.

See more

Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
See more

Work Experience

Lead Engineer at Real Serious Games
January 1, 2025 - Present
Translated design briefs into technical requirements and solution designs; delivered prototypes through iteration into fixed-scope, shippable builds. Built multiplayer VR training systems supporting facilitator-led sessions with up to 16 simultaneous participants. Engineered simulated electric and mechanical systems for safety-critical training, delivered cross-platform builds across VR, desktop, and WebGL, and updated/repackaged legacy VR content for modern mobile platforms.
Lead Engineer at ATownship Tale
March 1, 2022 - November 30, 2024
Established new work flows and mentored team members on solution design. Defined release procedures for live game updates, triaged defects, and coordinated resolutions with internal teams. Coordinated external PlayStation VR2 porting and owned technical estimation and design-brief sign-off across the broader team. Navigated team changes and organizational downsizing.
Senior Engineer at ATownship Tale
March 1, 2022 - November 30, 2024
Designed 'Ways of Working' practices for engineering best practices. Enhanced code quality processes, streamlined build pipelines, and created a platform-agnostic framework to streamline importing. Led/managed internal and client headset porting work, including estimating and implementing solutions from design briefs. Defined release procedures for live game updates, triaged defects, coordinated resolutions across internal teams, and supported external PlayStation VR2 porting. Owned technical estimation and design-brief sign-off across the wider team; navigated team changes and downsizing.
Senior Software Engineer at Deloitte Digital / Well Placed Cactus (Deloitte Creative Technologies team; previously Well Placed Cactus)
October 1, 2016 - March 31, 2021
Developer and design consultant for Deloitte Creative Technologies team, leading from ideation to delivery on key defence-focused visualisation and educational projects for Army & Navy. Built ground-up bespoke real-time 3D, VR and AR solutions for clients including Coles, Domino’s, Belong and ANZ. Authored and maintained core software libraries to accelerate game and AR/VR app development. Managed and directed internal software stack development, defined best-practice standards from a technical perspective, and mentored others. Supported broader team collaboration between engineers and creatives.
Game Designer, Software Engineer at Gameloft
July 1, 2015 - October 1, 2016
Designed quest, retention and combat progression systems for Zombie Anarchy across iOS, Android, and Windows Store. Produced UX mock-ups for core flows and integrated GameSFW with a custom C++ engine for Flash-based UI. Implemented UI for character selection and reward/base building/shop systems using ActionScript and C++.
Game Designer / Director of Operations (Director) / Co-Founder at Tail Drift
November 1, 2013 - July 31, 2014
Co-founded and directed the game project. Developed core race-track editor, game modes, and vehicle upgrade systems. Led gameplay and post-launch strategy, including pivoting post-launch to free-to-play. Presented and exhibited work at IGDC San Francisco & PAX Australia. Secured Grand Prize in Unity’s 'Flash in a Flash' competition (2012).
Software Engineer, Game Designer at Ben 10 Slamers
October 1, 2012 - December 1, 2013
Designed and built a card game from paper prototype through a digital multiplayer proof of concept, including custom tools for card design and automated play testing.
Software Engineer, UI at Creative Assembly
January 1, 2008 - March 1, 2009
Delivered real-time tactical UI work as the sole developer using ActionScript/Scaleform for a console build rather than a port to another platform. Left the studio a few months before the March 2009 release.

Education

Sessional Academic / Researcher (lecturer & tutor in Interaction Design and Game Design) at Queensland University of Technology (QUT)
July 1, 2009 - July 1, 2014

Qualifications

Bachelor of Arts
March 1, 2009 - November 1, 2026
Major in Interaction Design

Industry Experience

Gaming, Media & Entertainment, Education, Computers & Electronics, Professional Services

Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
See more