Cameron Owen

Cameron Owen

Creative Engineer · Lead Engineer, Real Serious Games · Australia

20+ years in games, VR, and interactive media. Currently leading engineering on multiplayer VR training simulations at Real Serious Games. Built real-time 3D, VR, and AR products for Coles, Domino's, ANZ, and the Australian Defence Force at Deloitte Digital. Earlier, designed and engineered Cartoon Network titles at Defiant Development. Founded Attract Mode Games, whose racing title won Unity's 'Flash in a Flash' competition and shipped on iOS, Android, and PC.


Engineering 20+ yrs
C#TypeScriptJavaScriptNode JS.NETLuaHTMLCSSC++JavaPHPODBSQLUnity3DARVRCI/CDHLSLShader GraphVFX GraphCGPCMaciOSAndroidQuestPlayStationPicoWebGL
Design 15+ yrs
Interaction DesignPlayer Acquisition & RetentionInduction & OnboardingVR/AR/MR UsabilityInteractive Interiors & InstallationsVisual Effects & Motion GraphicsVisual DesignWeb Design
Production 10+ yrs
Concept DevelopmentProject Planning & Solution DesignRequirements & EstimatesAgile & SCRUMTesting, Automation & CI/CDCode Reviews & DocumentationMentoring & Group Coordination

Real Serious GamesJan 2025 – Present

Lead Engineer

  • Translated design briefs into technical requirements and solution designs
  • Delivered prototypes through iteration to fixed-scope, shippable builds
  • Built multiplayer training systems supporting facilitator-led sessions with up to 16 simultaneous participants
  • Engineered simulated electrical and mechanical systems for safety-critical training
  • Delivered cross-platform builds across VR, desktop and WebGL
  • Updated and repackaged legacy VR content for modern mobile platforms

Key Projects

NMTAFE Pump VR Experience
Multiplayer disassembly and reassembly training
QLD TAFE Energy VR Training
Solar PV and electrical systems safety training
Vehicle Incident Response Training
First responder vehicle incident scenarios
Alta RealityMar 2022 – Nov 2024

Senior EngineerA Township Tale (PC, Quest, Pico)

  • Designed 'Ways of Working' for engineering best practices
  • Enhanced code quality processes and streamlined build pipeline
  • Created platform agnostic framework to streamline porting
  • Led Pico VR Headset porting project (internal team)
  • Engineered, estimated, and implemented solutions for design briefs

Lead EngineerA Township Tale (PC, Quest, Pico, PlayStation VR2)

  • Established new workflows and mentored team in solution design
  • Defined release procedures for live game updates
  • Triaged defects and coordinated resolutions with internal teams
  • Coordinated PlayStation VR 2 porting (external team)
  • Owned technical estimation and design-brief sign-off across the wider team
  • Navigated team changes and downsizing
Deloitte Digital / Well Placed CactusOct 2016 – Mar 2021

Senior Software Engineer

  • Developer and design consultant for the Deloitte Creative Technology team (formerly Well Placed Cactus)
  • Led a team from ideation to delivery on key defence (Army & Navy) visualisation and educational projects
  • Ground-up bespoke real-time 3D, VR & AR solutions for projects with Coles, Dominos, Belong & ANZ
  • Authored and maintained core software libraries to accelerate the team making games and AR/VR apps
  • Managed and directed development of the team's internal software stack
  • Defined the team's best practice standards from a technical perspective; mentored others to reach them
  • Helped grow wider team collaboration between engineers and creatives

Key Projects

Army, Navy & Defence
Multiple interactive training projects under NDA
Airforce – AIMEE
3D digital human with AWS AI driven voice interface
Carbon Thumbprint
Belong's mobile AR marketing campaign for carbon offset internet services
Coles Little Shop 2
Mobile AR rhythm game app for Coles with characters for over 30 brands
Caydon Display Suite
Microsoft Surface app + Node JS networking for media casting
Domino's Pizza Chef
Unity 3D AR pizza configurator embedded in native mobile app
ANZ Breakpoint
Unity 3D + Microsoft Kinect installation
Hand of Fate Mobile
Unreleased Unity 3D mobile game
Honda Fuel Cell
Microsoft Surface multitouch table installation at LA Auto Show
Mazda Retail Hub
A 3D car configurator kiosk deployed across 100+ Mazda dealerships
ANZ Virtual Garden
An 11-metre generative garden inside ANZ's Martin Place flagship branch
GameloftJul 2015 – Oct 2016

Game Designer, Software EngineerZombie Anarchy (iOS, Android, Windows Store)

  • Designed quest, retention, and combat progression systems; produced UX mock-ups for core flows
  • Integrated GameSWF with a custom C++ engine for Flash-based UI, built in ActionScript & C++
  • Implemented UI across character selection, combat rewards, base building, and shop systems
Attract Mode GamesNov 2013 – Jul 2014

Director / Co-FounderTail Drift (iOS, Android, PC)

  • Grand prize winner of Unity's 'Flash in a Flash' competition (2012); seed funded via Right Pedal Accelerator to take the demo to full production
  • Engineered core race-track editor, game modes, and vehicle upgrade systems
  • Exhibited at IGDC San Francisco & PAX Australia; pivoted from premium to free-to-play post-launch
Defiant DevelopmentOct 2012 – Dec 2013

Software Engineer, Game Designer

  • Ben 10 Slammers: designed and built a card game from paper prototype through digital multiplayer proof of concept, including custom tools for card design and automated playtesting
  • Ski Safari Adventure Time: redesigned mechanics and art pipeline (3D to 2D), added 8 characters and 3 environments, and led a full UI rebuild including rewards and store systems
Creative Assembly2008

Software Engineer, UIStormrise

  • First job in the games industry: sole developer on the ActionScript/Scaleform UI for a real-time tactics title built for console rather than ported to one
  • Left the studio a few months ahead of the March 2009 release

Queensland University of TechnologyJul 2009 – Jul 2014

Sessional Academic, Researcher — Lecturer & Tutor in Interaction Design and Game Design

  • Taught topics including aesthetics, narrative, emergent play, embodied media, visual communication, immersion, critical thinking, and visual design
  • Co-authored several papers in game design fields
  • Co-ordinated and curated community-building events for independent game developers in Brisbane

Available on request.