Clarity creates momentum
Make the direction, decisions, and trade-offs legible so teams can move with confidence.
About
I’m a VP of Engineering with a background in games and technology. Since 2011, I’ve worked across game engines, rendering, developer tools, distributed platforms, and the engineering organisations that bring complex products to life.
My work sits at the intersection of technical strategy, delivery, and people leadership. I care about clear direction, healthy operating systems, and creating environments where capable people can do their best work.
Based in Barcelona, with connections to London and Sweden. Eligible to work in the EU and UK.
Make the direction, decisions, and trade-offs legible so teams can move with confidence.
Invest in the technical foundations, operating habits, and feedback loops that make sustainable delivery possible.
Pair technical ambition with practical judgement, always in service of players, customers, and the people building for them.
2024-present
VP of Engineering
Leading an engineering organisation of 40+ people and shaping its operating model, hiring approach, and technical direction across game development, tools, services, and workflows.
2023
Principal Engineer · contract
Architected cross-platform authentication and resolved mobile local-storage support for Sunshine Days.
2016-2023
Software Engineer → Head of Engineering, Partner Solutions
Built engine integrations, established and led a 10-person team, and directed technical delivery across partner, games, and virtual-worlds work.
2015-2016
Senior Programmer → Technical Marketing Manager
Delivered mobile game features, then helped shape technical roadmaps, developer support, rendering, C++11, and editor-tooling initiatives.
2011-2015
Software Intern → Tools Programmer → Rendering Engineer
Worked across Kinect Sports, Kinect Sports Rivals, and Sea of Thieves pre-production, spanning engine tools, content pipelines, rendering, and Unreal Engine 4 technology.
Birkbeck, University of London
BSc Computer Science · First-class honours · 2015-2017
Two-year, part-time top-up degree completed through evening study alongside full-time work at Marmalade and Improbable.
The Game Assembly / Hermods AB
Game and graphics programming · 2009-2012
The Machine Learning Institute
Machine learning programme · 2024
Develop 30 Under 30
Best final-year project, Birkbeck: Implementation and comparison of empirical and physically-based BRDFs
Get in touch
For engineering, games, technology, or leadership conversations, email me at hello@danielhall.se.