About

Building the teams and foundations behind ambitious products.

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.

How I work

Clarity creates momentum

Make the direction, decisions, and trade-offs legible so teams can move with confidence.

Strong systems support strong teams

Invest in the technical foundations, operating habits, and feedback loops that make sustainable delivery possible.

Technology serves the product

Pair technical ambition with practical judgement, always in service of players, customers, and the people building for them.

Experience

  1. 2024-present

    LightFury Games

    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.

  2. 2023

    Netspeak Games

    Principal Engineer · contract

    Architected cross-platform authentication and resolved mobile local-storage support for Sunshine Days.

  3. 2016-2023

    Improbable

    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.

  4. 2015-2016

    Marmalade

    Senior Programmer → Technical Marketing Manager

    Delivered mobile game features, then helped shape technical roadmaps, developer support, rendering, C++11, and editor-tooling initiatives.

  5. 2011-2015

    Rare

    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.

Background

Education

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

Recognition

Develop 30 Under 30

Best final-year project, Birkbeck: Implementation and comparison of empirical and physically-based BRDFs

Get in touch

A thoughtful conversation starts here.

For engineering, games, technology, or leadership conversations, email me at hello@danielhall.se.