Dan Hollinger

CEO

Carol Stream, Illinois, United States18 yrs 6 mos experience

Key Highlights

  • Over 20 years of game development experience.
  • Expert in Unreal, Godot, Unity, and proprietary engines.
  • Advocate for automation and psychological safety.
Stackforce AI infers this person is a seasoned leader in game development with a focus on engineering and team management.

Contact

Skills

Core Skills

C++Unreal EngineObject-oriented Programming (oop)Agile MethodologiesTest Automation

Other Skills

Director levelComputer GamesMentoringOnline GamingTechnical RecruitingReliabilityPeople ManagementProject ManagementVideo GamesGameplayWiiGame DesignGame Programming3D3D Modeling

About

I believe great technical leadership is measured not in commits or velocity — but in clarity, care, and the systems that lift others up. Over the past 20+ years, I’ve worked across nearly every layer of game development — from gameplay programming to executive strategy — helping teams of all sizes build better games and better engineering cultures. 🎮 What I bring: Deep experience in Unreal, Godot, Unity, and proprietary engines Hands-on systems thinking: from performance bottlenecks to build pipelines A servant leadership philosophy: protect the team, grow the people, scale the process Proven success leading teams through org change, live ops, automation, and growth 🧠 What I believe in: Automation and self-healing systems over manual safety nets Psychological safety, not blame Clarity over cleverness, and collaboration over ego Currently between roles, I'm offering mentorship and guidance to engineers, designers, and leaders — free of charge. If you're navigating challenges in game development, production, engineering leadership or just figuring out next steps, let's connect. 📬 DM me, or drop a comment on a post — I'm always open to thoughtful conversation.

Experience

Motional

Principal Engineer, Team Lead

Oct 2025Present · 5 mos

Echtra games

Senior Architect

Jul 2024Jun 2025 · 11 mos · Remote

  • Summary: In this role I crossed many boundaries and acted as engineer, producer, product manager
  • and designer. I was the owner of the build, its delivery and quality on a day to day basis.
  • Organization: Quickly and effectively brought about significant organizational change by:
  • ○ Reorganized multiple feature teams to improve prioritization and development
  • ○ Led planning for multiple Milestones bringing deeper clarity to the process
  • ○ Owned build quality, providing studio wide development direction
  • ○ Primary engineering liaison for Design
  • ○ Laid out a process for crisis management
  • ○ Cut through red tape and delivered a Crash Aggregation solution, including negotiation of the
  • final contract.
  • ○ Led the charge to continuous deployment to better ensure people could test their changes.
  • Code: Provided technical direction and implementationby:
  • ○ Led the architecture for the incorporation of procedural objectives and their inclusion in existing
  • procedural
  • ○ Handled initial integration and evaluation of the mutable plugin for character customization
  • purposes.
  • ○ Provided direction and evaluation for multiple teams: Enemies/AI, Player, Missions and
  • DevOps/Build
  • ○ Led improvements to a variety of systems: Feature Flags, Automated Testing, Unreal Game
  • Sync, Metrics.
  • People: Supported and Empowered Individuals by:
  • ○ Provided mentorship to individuals of all disciplines and levels from junior ICs to senior
  • managers.
  • ○ Began building a culture of feedback, a well received endeavor that increased usage of the
  • internal positive feedback channel
Director levelC++Computer GamesUnreal EngineMentoring

Cold iron studios

Technical Director

Sep 2022May 2024 · 1 yr 8 mos

  • Final DRI for all technology & engineering concerns at the company
  • Responsible for the strategic technological vision and management of the company for software,
  • devOps and IT
  • Partnered with Operations, Production, Design, Art and QA
  • Evaluated and negotiated with third party providers for various solutions
  • Evangelized agile methodology when appropriate for our product management
  • Managed and built relationships with European outsourcers.
  • Empowered individuals to take ownership and make sound, well reasoned decisions.
  • Drove a number of major initiatives such as:
  • ○ Kicking off and inspiring the engineering and design teams to build automated tests (for
  • both in and out sourced individuals)
  • ○ Oversaw the migration from SVN to Perforce
  • ○ Investigating and integrating a crash aggregation service
  • ○ Visualization and metrics for data driven development
  • ○ Partnered with Operations for the sunset of the physical office.
  • ○ Successfully rolled out Analytics in an older product to better inform current development.
  • Self sourced and hired 8 individuals in Software Engineering, DevOps, IT and Management for a
  • total cost of under $25,000
  • Developed standards and expectations for the organization
  • Regularly met with and mentored all reports and reports of reports.
Object-Oriented Programming (OOP)Online GamingTechnical RecruitingReliabilityC++Test Automation+1

Facebook

Engineering Manager

May 2020Sep 2022 · 2 yrs 4 mos

  • Initially responsible for a team of 4 engineers and with hiring brought that number up to 8.
  • Projects
  • ○ Horizon Homeworld: Answering the question of ‘What does it mean to have a home space in a platform
  • where you could develop your own?’
  • ■ Feature was highly awaited by the community
  • ■ Reviewed at the highest levels of the company up to and including CEO.
  • ○ Looking for Party
  • ■ Led team to implement a looking for party experiment, to test whether or not starting worlds with
  • other people at the same time improved retention.
  • ■ This work also included preparation to build a party system based on Horizon Worlds’ needs as
  • opposed to using the existing Oculus Party infrastructure.
  • ○ Focus for the team was initially on growth, new user experience and retention and player housing.
  • ○ Oversaw and launched updates to the New User Experience (NUX), creation of ‘playable NUX’, Looking
  • for Group System, and initial prototyping of Homeworld (player housing)
  • ○ Playable NUX retention by 7% in a statistically significant manner.
  • Personnel
  • ○ Understanding what makes a good engineer: Guided two individuals to promotion from mid to senior, one
  • from junior to mid and another rotational engineer to graduation (effectively junior to mid)
  • ○ Demonstrated course correction: Took an underperforming IC5 and within a half guided them to a
  • position where they are overperforming
  • Organization
  • ○ Developed the organization’s first onboarding plan
  • ○ Revamped the Developer Experience plan, by streamlining and dividing responsibilities into more
  • reasonable chunks.
  • ○ Identified gaps in the calibration/mashup process and organized/drove additional mashups with other
  • managers to ensure we had coverage for individuals who might have otherwise been overlooked.
Object-Oriented Programming (OOP)Online GamingTechnical RecruitingReliabilityC++Test Automation+1

Zoox

Senior Engineer

Jul 2017May 2020 · 2 yrs 10 mos · Foster City, CA

  • Responsible for architecture and technical management/direction of simulation platform including application
  • releases, infrastructure and inter-team coordination
  • Responsible for evaluation and direction of goals for the simulation platform.
  • Pioneered process and documentation for the release process of multiple in-house Unreal Engine 4 applications.
  • Took ownership of a new AI visualization Application and led the team to bring it with feature parity of the old AI
  • Visualization.
  • Provided evaluation and purchase recommendation of various third party software and licenses.
  • Drove and managed the upgrade of Unreal 4.15 to 4.21
  • Assisted on post-drive validation pipeline including scenario language development
  • Administrator of Git, Perforce, Continuous Integration/Build Machines.
Object-Oriented Programming (OOP)Online GamingReliabilityC++Test AutomationAgile Methodologies

Trion worlds, inc.

2 roles

Lead Engineer

Promoted

Mar 2015Jul 2017 · 2 yrs 4 mos

  • Responsible for managing, hiring, mentoring and scheduling a team as large as 13.
  • Sole Architect and implentor of the Minion System, the second most engaged system in Rift.
  • Responsible for abilities, combat, animation, and harvesting systems
  • Initiated and managed various major initiatives: Account wide data system (GUD), Commerce System Refactor,
  • New Build System, 64 bit upgrade, Anti-bot initiative, Auto-mute system, Multicore Upgrade (managed only), On Demand Guild loading (managed only)
  • Groomed backlog and ensured scheduling to include time to address technical debt.
  • Assisted actively in PR work for Rift by being active on the forums and authoring multiple articles, some of which
  • were for or organically picked up by the gaming media. (List at bottom)
  • Saved company significant sums of money by effectively communicating to the Legal Department the failures of a third party contractor.
Object-Oriented Programming (OOP)Online GamingTechnical RecruitingReliabilityC++Test Automation+1

Senior Engineer

Mar 2014Mar 2015 · 1 yr

Object-Oriented Programming (OOP)Online GamingReliabilityC++Test AutomationAgile Methodologies

Tripwire interactive llc

Senior Engineer

Dec 2011Jan 2013 · 1 yr 1 mo

  • Made significant improvements to the organization (planning, task tracking etc.) of the programming team.
  • Spearheaded improvements to the QA Team and its associated processes
  • Improved and contributed to the interview and hiring process
  • Took ownership of Killing Floor and Red Orchestra 2's Steam integration.
  • Took ownership of some of the most 'hated' areas of code and improved them.
  • Took initiative and developed a dynamic event system
Object-Oriented Programming (OOP)Online GamingC++Agile Methodologies

Ccp games

Senior Engineer

Oct 2008Oct 2011 · 3 yrs · Atlanta, GA

  • Team Lead and Product Owner for the infrastructure team-tasked with ensuring everyone in the project was capable of working at any given moment.
  • Member of the Architecture team.
  • Architected a variety of systems including player created quests, buff/modifier systems, and artificial intelligence
  • Integrated Kynapse pathfinding middleware.
  • Worked with Havok, inparticular ragdoll and collision
  • Assisted on engineering a Pure Transform system in C++ to handle important game logic.
  • Programming on level editting tools.
  • Engineered and led team to develop in game AI using the above Pure Transform system.
Object-Oriented Programming (OOP)C++

Mumbo jumbo

Programmer

May 2008Aug 2008 · 3 mos

  • Wii/360/PC/Engine work.
Object-Oriented Programming (OOP)C++

Barking lizards technologies

Software Engineer

Sep 2006Apr 2008 · 1 yr 7 mos

  • Worked on 2 Released DS titles, did near start-beta work on a third. Also did work on a mutliplayer PC title, unreleased.
Object-Oriented Programming (OOP)C++

Tech2go

Programmer

Jan 2005Jan 2006 · 1 yr

Object-Oriented Programming (OOP)C++

Education

University of Maryland

BS — Computer Science

Jan 1999Jan 2004

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