Rony Hanna

C++ Software Engineer

Rony Hanna Profile Picture

Hi, I'm Rony Hanna, a C++ Software Engineer with 7 years of experience building performance-critical software across game development, graphics, and real-time systems. I enjoy working close to the metal and solving problems where performance, architecture, and correctness matter.

Currently, I'm a Senior C++ Engineer (contractor) working on Trimble Earthworks, building production software for heavy machine-control systems. Outside of work, I build personal projects focused on C++ and graphics programming. My main personal project is a Vulkan rendering engine built from the ground up in C++.

I'm particularly interested in technically challenging C++ roles involving graphics, engines, simulation, real-time systems, and performance-critical software. Feel free to reach out, I'm always open to new opportunities and collaborations!

Projects

Trimble Earthworks display mounted inside construction equipment

Trimble Earthworks (Commercial, 2025 - Present)

I joined Trimble as a Senior C++ Engineer (contract) through The Code Crew, working on Trimble Earthworks, a machine-control platform used in heavy construction to help operators work more accurately and efficiently. I built and improved C++ systems that moved machine data between the backend and operator-facing software, extended diagnostic tooling to help support engineers investigate faults more efficiently, and stabilized several flaky automated tests.

Ravenhill: Find Hidden Objects

Ravenhill (Commercial, Apr - Nov 2025)

Ravenhill is a narrative-driven detective game where players search for hidden objects, solve puzzles, and complete quests to unravel the city's secrets. I was part of the feature development team, where I focused on implementing new features, optimizing performance for mobile platforms, and collaborating closely with artists and designers to deliver polished, player-focused experiences. My work directly supported live operations and event systems.

Outfire: Battle Royale Shooter

Outfire (Commercial, 2023 - 2025)

Outfire was a fast-paced online shooter game. As part of the rendering and optimization team, I worked on identifying and resolving performance bottlenecks, optimizing shaders, reducing draw calls, and improving memory management. My contributions helped improve overall frame stability and rendering efficiency.

Hublix

Hublix (Commercial, 2021 - 2023)

Hublix was a cozy, social multiplayer game built in Unreal Engine, where players could meet, chat, and play in customizable social and private hubs across PC and mobile platforms. As a software engineer, I contributed to the core systems using C++ and Unreal Engine's networking system. I also developed a Python-based tooling system to improve the productivity of the design team.

Silverlight Engine

Silverlight Engine (Personal, 2023 - 2025)

Silverlight is a modern, high-performance rendering engine built from scratch in C++ using the Vulkan API. Driven by a deep interest in graphics engineering, I started the project from a single triangle and progressively expanded it into a modular, architecturally clean engine capable of rendering complex 3D scenes with shadows.

Pathfinder Demo

Pathfinder (Personal, 2023)

Pathfinder is a simple 2D simulation app built in C++ and the Vulkan API to visualize and experiment with the A* pathfinding algorithm.

Kai's Clan AR/VR App

Kai's Clan (Commercial, 2020 - 2021)

Kai's Clan is an educational platform developed in Unity that blends physical robotics with virtual environments. It enables students to import custom 3D models, control real-world robots on a physical mat, and program their behaviors using Python or Blockly. I implemented several core features, including real-time 3D model loading and AR/VR environments. I also collaborated with the backend and mechatronics teams to expand the robot command system and allow for more programmable robot interactions.

Titan Voyager Preview

Titan Voyager (Personal, 2019)

Titan Voyager is a first-person shooter developed in C++ and modern OpenGL as a personal capstone project during my final university year. The goal was to apply everything I had learned in graphics programming to build a complete 3D game from scratch. I implemented a custom rendering pipeline, first-person camera and control systems, cloth physics, and collision detection.

Slimey Jump Gameplay

Slimey Jump (Personal, 2017)

Slimey Jump is a 2D platformer inspired by Doodle Jump. The game was made in C++ and OpenGL during my second college year.

Game Jams

Temple of Misfortune Gameplay

Temple of Misfortune (2022)

A puzzle game with an intuitive click-to-move mechanic. I created this game for the GMTK Game Jam 2022 (Roll of the Dice). I did some modeling and basic animation as well!

Helping Hands Gameplay

Helping Hands (2020)

A puzzle game where you play as a misunderstood raccoon on a mission to fix your town. Developed during the Global Game Jam 2020 with the theme “Repair.”