I'm a seasoned game development engineer with 26+ years shipping AAA titles and building high-performance engines across PC, consoles, and mobile. I specialize in performance optimization and graphics rendering, and I love turning complex problems into robust, maintainable systems. Throughout my career I've led cross-disciplinary teams, designed build pipelines, and mentored engineers to grow their skills. I enjoy collaborating to ship polished experiences while pushing the boundaries of what's possible on new platforms.

Ron O'Hara

I'm a seasoned game development engineer with 26+ years shipping AAA titles and building high-performance engines across PC, consoles, and mobile. I specialize in performance optimization and graphics rendering, and I love turning complex problems into robust, maintainable systems. Throughout my career I've led cross-disciplinary teams, designed build pipelines, and mentored engineers to grow their skills. I enjoy collaborating to ship polished experiences while pushing the boundaries of what's possible on new platforms.

Available to hire

I’m a seasoned game development engineer with 26+ years shipping AAA titles and building high-performance engines across PC, consoles, and mobile. I specialize in performance optimization and graphics rendering, and I love turning complex problems into robust, maintainable systems.

Throughout my career I’ve led cross-disciplinary teams, designed build pipelines, and mentored engineers to grow their skills. I enjoy collaborating to ship polished experiences while pushing the boundaries of what’s possible on new platforms.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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Work Experience

Principal Software Engineer at Wizards of the Coast
January 1, 2024 - January 1, 2025
Enhanced performance and rendering for D&D Project Sigil on both client and server sides. Led mobile version planning and early architecture design.
Senior Software Engineer at Intrepid Studios
January 1, 2022 - January 1, 2024
Designed and implemented a custom build pipeline and CI workflow (Jenkins). Built and integrated custom Unreal Engine tooling, synchronized with Unreal Engine, and managed Unreal Trace Server; focused on performance optimization and tooling.
Senior Software Engineer at DarkSlope
January 1, 2021 - January 1, 2022
Transformed VR project with multi-layer skeletal synchronization and rendering optimization; improved cross-client sequence synchronization for VR experiences.
Senior Software Engineer at Arrowsight
January 1, 2017 - January 1, 2021
Developed video auditing tools using computer vision and machine learning (TensorFlow, FFmpeg); contributed to system-level optimizations and integration.
Lead Software Engineer at Desert Owl Games
January 1, 2016 - January 1, 2017
Led development of Pox Nora, including full Java-to-C# port to Unity 3D; steered project architecture and cross-platform implementation.
Principal Software Engineer at Ungrounded Games
January 1, 2015 - January 1, 2016
Architected and led prototype development in Unity for a multi-platform game; guided technical direction and rapid iteration.
Senior Software Engineer at Garage Games
January 1, 2012 - January 1, 2015
Directed architecture and engineering across contracts and internal projects; led R&D efforts in blockchain and web-game integration.
Senior Software Engineer at Spark Unlimited
January 1, 2011 - January 1, 2012
DLC support; UI/UX programming; achievements & trophies; level streaming; TRC compliance; localization.
Lead Software Engineer at Wahoo Studios
January 1, 2010 - January 1, 2011
Ported proprietary game engine to PlayStation 3; built Akimi Village Family Game Night 4; led a team of four engineers.
Senior Software Engineer at Chair Entertainment Group
January 1, 2007 - January 1, 2010
Helped finish Undertow/Shadow Complex for XBLA; implemented and designed game systems and gameplay across AI, boss encounters, weapons, abilities, and item pickups. Optimized level loading and memory usage; built supporting tooling using C#/.NET.
Senior Software Engineer at Sony Online Entertainment
January 1, 2006 - January 1, 2007
Implemented the PlayStation 3 version of Cash Guns Chaos; enhanced EverQuest 2 rendering pipeline and related systems.
Senior Software Engineer at Rockstar Games
January 1, 2005 - January 1, 2006
Core engine development and graphics optimization for Rock Star Table Tennis.
Director of Game Tech at Karma Productions
January 1, 2004 - January 1, 2005
Directed game tech development and product design strategy across projects and client work.
Director of Game Tech at LucasArts
January 1, 2003 - January 1, 2004
Led development and prototyping for RTX Red Rock Gladius Wrath Unleashed; directed tech integration and pipeline improvements.
Senior Software Engineer at Acclaim
January 1, 2001 - January 1, 2003
Led software engineering for Legends of Wrestling; contributed to gameplay systems and engine improvements.
Senior Software Engineer at Wyvern Studios
January 1, 1999 - January 1, 2000
Implemented multiple Windows games using DirectX; contributed core gameplay and rendering work.
Senior Software Engineer at Dark Slope
January 1, 2021 - December 31, 2022
Transformers VR: Invasion of the Decepticons; Multiplayer skeleton synchronization; Rendering optimization; Sequencer synchronization across multiple VR clients
Senior Software Engineer at Desert Owl Games
January 1, 2016 - December 31, 2017
Led development of Pox Nora, including full Java-to-C# client port to Unity 3D
Technical Director at Garage Games
January 1, 2012 - December 31, 2015
Directed architecture and engineering across contracts and internal projects; Led R&D efforts in blockchain and web-game integration
Senior Software Engineer at Wahoo Studios
January 1, 2010 - December 31, 2011
Ported proprietary game engine to PlayStation 3; Built and shipped Akimi Village for PlayStation Network; PS3 Lead Programmer
Senior Software Engineer at Karma Productions
January 1, 2004 - December 31, 2005
Directed game tech development and product design strategy
Senior Software Engineer at LucasArts
January 1, 2003 - December 31, 2004
RTX Red Rock Gladius Wrath Unleashed; Owned PS2 graphics engine and prototyped next-gen tech for Xbox 360/PS3

Education

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Qualifications

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Industry Experience

Gaming, Software & Internet, Media & Entertainment

Experience Level

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