Val O'donnell is a Developer Relations Engineer with eight years of cross-disciplinary software experience spanning graphics, animation, security, and finance at companies including Google, Ubisoft, J.P. Morgan, and Ava Security. A passionate C++ developer with formal training in 3D animation and computer science, Val bridges creative visual art sensibilities with robust systems engineering to make complex graphics and tooling accessible to developer audiences. He has moved between hands‑on engineering roles and developer-facing positions, bringing practical implementation experience from Mountain View to London and Stockholm. Known for combining film-oriented graphics insight with backend rigor, Val helps translate low-level performance considerations into clear guidance for product and platform teams.
8 years of coding experience
6 years of employment as a software developer
Masters 3D Computer Animation, Masters 3D Computer Animation at Bournemouth University
Bachelors Visual Art, Bachelors Visual Art at University of Chicago
Master of Science Computer Science, Master of Science Computer Science at University of Bristol
A project that covers: modern OpenGL vertex buffers, drawing, shaders, index buffers, error handling, uniforms, vertex arrays, buffer layout abstraction, writing a basic OpenGL renderer, textures, blending, projection matrices, model view projection matrices, ImGui, rendering multiple objects, test framework setup, texture tests, optimisations for speed, batch rendering (colors, textures, dynamic geometry). Built during an OpenGL Tutorial by The Cherno
Contributions:16 commits, 14 pushes, 1 branch in 1 month
Contributions:13 commits, 12 pushes, 1 branch in 6 days
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