Connor O'Leary is a Senior Render Engineer with a decade of professional experience building high-performance C++ systems for consoles and PC, including extensive Unreal Engine work and console certification pipelines. He has shipped rendering, physics, and rollback netcode across AAA titles at Riot, Wargaming, and Gameloft, and led low-latency, payment-grade C++ clients earlier in his career. Comfortable in enormous, low-level codebases, he pairs deep engine expertise with platform-specific optimizations and a pragmatic focus on build/release automation. An early DOOM II speedrun world record holder and AFPS enthusiast, he brings a gamer's instincts to performance tuning and engine design. Unusually, he also leverages and fine-tunes LLMs as engineering force multipliers, with hundreds of hours training and deploying models for automation, agent workflows, and token optimization. Based in Brisbane, he thrives in remote, cross-timezone teams and prefers the right tool for the job—often C++, C11, or Go.
10 years of coding experience
11 years of employment as a software developer
Bachelor of Games and Interactive Entertainment, Software Technologies, Advanced Software Technologies, Bachelor of Games and Interactive Entertainment, Software Technologies, Advanced Software Technologies at QUT (Queensland University of Technology)
Languages, Japanese Language and Literature, Languages, Japanese Language and Literature at Griffith University
This is a fork of prboom+ with extra tooling for demo recording and playback, with a focus on speedrunning.
Contributions:28 pushes, 4 branches in 1 year 5 months
playbackrecordingspeedrunningtooling
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