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.

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Experience Level

Expert
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Intermediate
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Work Experience

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 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 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.
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).
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.
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 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.
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 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.

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

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Industry Experience

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