David John Ogle

I build software, systems and engineering teams
Software Engineering Leader with over 14 years of experience building games and interactive experiences across PC, console, mobile and VR.

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About

Throughout my career I have worked on a wide range of interactive technologies, from custom game engines and rendering systems to online game infrastructure, XR platforms and medical simulation. My experience spans hands-on software development, software architecture, technical strategy and engineering leadership.

I have led multidisciplinary teams, built engineering capability and worked closely with designers, artists, product teams, clients and domain specialists to turn complex ideas into practical, deliverable products.

My mission is to build.

I believe successful products are built on strong engineering foundations, effective teams and clear technical direction. I enjoy creating the systems, structures and environments that enable talented people to do their best work sustainably, turning individual strengths into collective success.

Current Focus

I am currently focused on applying my experience in software architecture, engineering leadership and product development to organisations building ambitious technical products.

I am exploring Technical Director and CTO opportunities where I can apply my technical experience and leadership skills at an organisational level - shaping technical strategy, developing engineering capability and helping teams build successful products.

Interested in:

  • Technical leadership in games, interactive software, XR or related technology sectors
  • Building scalable engineering practices and strong technical foundations
  • Helping teams translate ambitious ideas into practical products

Experience

Red Rover Interactive

Lead Software Engineer | 2023-2026

Enginefall is a player-driven survival/crafting shooter combining large-scale multiplayer gameplay with MMO-style online systems. As Lead Software Engineer, I built and led the Backend and Tools engineering function, establishing the capability required to deliver game services, infrastructure and internal tooling.

Engineering leadership • Backend architecture • Analytics strategy • Streaming technology • Technical innovation

FundamentalXR

Lead Software Engineer | 2022-2023

FundamentalXR delivers multi-user haptic VR surgical training simulations, combining immersive technology with clinically accurate surgical workflows. As Lead Software Engineer, I provided technical leadership across a multidisciplinary team of engineers, artists, product specialists and medical experts, translating complex requirements into practical technical solutions.

XR architecture • Technical leadership • Multiplayer systems • Medical simulation • Cross-disciplinary collaboration

Lockwood Publishing

Senior Software Engineer | 2019-2022

Avakin Life is a large-scale social virtual world with 200M+ registered users across mobile and PC platforms. As part of the Core Technology/R&D team, I developed core platform technologies spanning C++, C#, Unity, Node.js and JavaScript.

Led the redesign and rewrite of Avakin Life's apartment configuration tooling, replacing a manual content workflow with a dedicated desktop editor that reduced creation time from hours to minutes. Also contributed to server-side asset processing technology, improving performance on lower-end devices and supporting future user-generated content.

Platform engineering • Developer tooling • Graphics systems • Performance optimisation • Technical mentoring

Hedgehog Lab

Lead XR Programmer | 2017-2019

Built and established hedgehog lab's XR engineering capability, delivering immersive AR and VR applications for enterprise clients across art, energy and industrial sectors. As Lead XR Programmer, I provided technical leadership across XR, web and backend engineers, translating ambitious product concepts into practical architectures.

Architected a distributed XR platform combining Unity VR applications, WebGL experiences, Drupal-based backend services and cloud telemetry systems to deliver personalised virtual experiences.

XR architecture • Technical leadership • Client engagement • Distributed systems • Immersive technology

Zerolight

Software Engineer | 2016-2017

Zerolight develops real-time 3D visualisation technology for automotive brands including Audi and Volkswagen. I worked on graphics, rendering and streaming technologies powering cloud-delivered interactive vehicle configurators and immersive automotive experiences.

Improved rendering and video streaming performance for showroom installations, identifying rendering bottlenecks and designing a novel buffering solution to deliver smoother playback. Also developed a panoramic VR visualisation system for Samsung Gear VR, enabling cloud-generated vehicle visualisations to be experienced on mobile VR hardware.

Graphics engineering • Rendering optimisation • Video streaming • Mobile VR • Performance engineering

Nosebleed Interactive

Technical Lead | 2012-2016

Progressed from Software Engineer to Technical Lead, helping grow an independent studio from a small startup into a successful multi-platform games developer. Led engineering across custom engine development, gameplay systems and multi-platform releases, shipping titles including The Hungry Horde and Vostok Inc.

Designed and developed core technology powering The Hungry Horde, including a custom 3D engine and rendering systems targeting PlayStation Mobile and PlayStation Vita. As Technical Lead, provided technical direction across a team of engineers, overseeing architecture, code quality, hiring, mentoring and delivery across console and mobile platforms.

Game engine development • Technical leadership • Console development • Team growth • Rendering technology

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