Hi, I’m Balazs Ovari, a Senior Systems Architect with over 20 years of experience delivering performance-critical C/C++/Go systems. I specialize in low-latency architectures, UML-based modeling, and hardware-software co-design for automotive, embedded, and AAA gaming. I’ve built systems that run on x86 and ARM, optimize GPU shaders, and drive end-to-end SDLC improvements, from design through testing to production deployment. I’ve led engineering teams and delivered cross-platform tooling, console ports, and online backends for diverse partners—from certification-focused console projects to cloud-enabled MMORPG backends. I’m passionate about clean architecture, rigorous performance tuning, and mentoring engineers to ship robust, scalable systems with a focus on determinism, reliability, and measurable throughput.

Balazs Ovari

Hi, I’m Balazs Ovari, a Senior Systems Architect with over 20 years of experience delivering performance-critical C/C++/Go systems. I specialize in low-latency architectures, UML-based modeling, and hardware-software co-design for automotive, embedded, and AAA gaming. I’ve built systems that run on x86 and ARM, optimize GPU shaders, and drive end-to-end SDLC improvements, from design through testing to production deployment. I’ve led engineering teams and delivered cross-platform tooling, console ports, and online backends for diverse partners—from certification-focused console projects to cloud-enabled MMORPG backends. I’m passionate about clean architecture, rigorous performance tuning, and mentoring engineers to ship robust, scalable systems with a focus on determinism, reliability, and measurable throughput.

Available to hire

Hi, I’m Balazs Ovari, a Senior Systems Architect with over 20 years of experience delivering performance-critical C/C++/Go systems. I specialize in low-latency architectures, UML-based modeling, and hardware-software co-design for automotive, embedded, and AAA gaming. I’ve built systems that run on x86 and ARM, optimize GPU shaders, and drive end-to-end SDLC improvements, from design through testing to production deployment.

I’ve led engineering teams and delivered cross-platform tooling, console ports, and online backends for diverse partners—from certification-focused console projects to cloud-enabled MMORPG backends. I’m passionate about clean architecture, rigorous performance tuning, and mentoring engineers to ship robust, scalable systems with a focus on determinism, reliability, and measurable throughput.

See more

Experience Level

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

Work Experience

Lead Systems Consultant at FrameRat.IO
January 1, 2019 - Present
High-throughput C++ consultancy for automotive, industrial, and AAA game partners. Engineered navigation middleware and computer vision modules for IVI/ADAS; optimized GPU kernels and shaders for Unity-embedded environments to ensure real-time stability.
Lead Systems Consultant at FrameRat.IO Kft.
January 1, 2019 - Present
High-throughput C++ consultancy for automotive, industrial, and AAA partners. Led navigation middleware and computer vision integration for IVI/ADAS; optimized GPU kernels and shaders for Unity-embedded environments; drove server-authoritative networking for large-scale titles; performed porting, performance tuning, and optimization for CAD features and cloud deployments.
Owner / Principal Engineer at FrameRat.IO Kft.
January 1, 2019 - Present
Leading performance optimizations and stability for real-time C/C++/C#/CUDA systems; simplifying complex problems and delivering scalable engine/tooling solutions. Selected projects include Iron Lard (experimental C23/ISPC engine), Mercedes automotive navigation and ADAS optimizations, Magicposer lockless job/log system, and PS5-focused benchmarking work for Witcher 4; ongoing work on high-performance ECS and GPU-driven content workflows.
Principal Systems Programmer / Tools Lead at Build A Rocket Boy
January 1, 2017 - January 1, 2022
Architected core editor and ECS-driven tooling for massive open-world environments. Implemented asynchronous level streaming and resolved memory-constrained performance bottlenecks on consoles.
Principal Engine Programmer / Tools Team Lead at Build A Rocket Boy / EVERYWHERE
January 1, 2017 - January 1, 2022
Owned editor architecture and tooling, delivered scalable ECS/AI tooling across UE4/UE5 and Lumberyard, and led async level streaming for game and editor. Addressed large-scale performance and memory bottlenecks on memory-constrained consoles, designed procedural content generation tools, reverse geolocation and world hierarchy systems, and led mentoring/training initiatives for engineers.
Principal R&D Programmer / Online Tools Lead at Crytek
January 1, 2013 - January 1, 2017
Led R&D for collaborative editing systems and web-based C++ execution via Emscripten and asm.js. Designed high-speed asynchronous JSON serializers and refactored engine-wide C++ reflection/annotation APIs.
Principal R&D Programmer / Online Tools Team Lead at Crytek
January 1, 2013 - January 1, 2017
Led R&D and tools for collaborative editing, asset pipelines, and web-based C++ execution (Emscripten/asm.js). Overhauled C++ reflection/annotation API, built a fast async JSON serializer, and delivered a cloud asset server/SCM/asset pipeline with editor/game APIs. Implemented real-time cloud collaboration and a custom TypeScript-like scripting language with a debugger; mentored engineers and ran trainee programs across tools and engine teams.
Technical Director / Lead Developer at Digital Reality Ltd.
January 1, 2012 - January 1, 2013
Managed a 15-developer team; authored custom memory managers, heap profilers, and integrated flocking behaviors into gameplay.
Lead Developer / Technical Director at Digital Reality Ltd.
January 1, 2012 - January 1, 2013
Managed 15 developers; led low-level engine design and performance tooling. Built MMO/MMORPG server architecture, authored memory managers and custom allocators, and developed heap profilers; contributed to PS3/PS Vita cert processes; led recruitment and trainee programs. Projects included Sine Mora/Stargazer engine and Imperium Galactica prototypes (Unity/C#).
iGO Primo Technical Lead / Architect at NNG Ltd. (Nav N Go)
January 1, 2010 - January 1, 2012
Optimized address/search and smart features for large-scale automotive deployments. Implemented congestion and parking detour features; performed rendering/memory optimizations; shipped iGO Primo 2.x variants across iOS/Android and embedded platforms for 50+ clients (OEM and aftermarket).

Education

MSc at Eötvös Loránd University
January 1, 2004 - January 1, 2010
Computer Science & Engineering Studies at Eötvös Loránd University
January 1, 2004 - January 1, 2010
Computer Science & Engineering Studies at Eötvös Loránd University
January 1, 2004 - January 1, 2010
at Eötvös Loránd University
January 1, 2004 - January 1, 2010

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Transportation & Logistics, Media & Entertainment, Professional Services, Other