Alex Omar

Engineering Manager · Physical AI & Simulation @ NVIDIA

I lead engineering teams at the boundary between hardware and software on physical systems.

Long Beach, California

Alex Omar

I'm an Engineering Manager at NVIDIA working on Physical AI and Simulation. My teams build the reinforcement learning environments and high-fidelity simulators that teach robots to perceive, reason, and act in the physical world, then close the loop from simulation to real hardware.

I lead multidisciplinary teams across the full stack, from low-level hardware and controls to the software, physics engines, and RL training infrastructure that sit on top. I care about the seams where these disciplines meet, because that is usually where the hardest and most interesting problems in robotics and simulation live.

Before NVIDIA I spent much of my career in aerospace simulation and large-scale software. At Relativity Space I built rocket and real-time 3D physics simulators in C, C++, and Python; at SpaceX I worked on spacecraft command software; and at Google I built data-processing systems at scale. That mix of physical systems and heavy software is exactly the ground I like to build teams on.

Dec 2024 – Present

Engineering Manager — Physical AI & Simulation

NVIDIA · Full-time

Apr 2023 – Aug 2024

Senior Infrastructure Software Engineer / DevOps

ABL Space Systems · Full-time

Jun 2021 – Mar 2023

Software Engineer

Relativity Space · Long Beach, CA · Remote

  • Built a rocket simulator in C++ and Python, continuously released to multiple stakeholders across the company.
  • Built a real-time 3D spatial physics simulator with C, C++, and Linux.
  • Managed deliverables to stakeholders and integrated with multiple client teams.
  • Defined the internal Python release process and packaging ecosystem — built the automation and wrote the documentation.
Nov 2018 – May 2021

Software Engineer

Google · Seattle, WA

  • Payment Indexing — indexed and processed billing information for fast lookups at scale.
  • Increased feature velocity by >5× with an automated data-processing framework.
  • Implemented a simulated integration environment to run large-scale tests.
Sep 2016 – Sep 2017

Software Engineering Intern

SpaceX · McGregor, TX

  • Upgraded the Dragon 2 spacecraft command system to handle larger numbers in C++ — including unit testing, code reviews, and design presentations in a collaborative, team-based environment.
  • Helped maintain and expand the engine test-stand software for Merlin and Raptor with LabVIEW and Python.
  • Automated Continuous Integration toolchain workflows with LabVIEW and Python.
2013 – 2018

B.S., Computer Science & Engineering

University of California, Los Angeles (UCLA)

  • Coursework across circuit theory, digital systems & logic design, operating systems, computer networks, software construction, spacecraft design, and probability & statistics.

Electronics Lead — Rocket Team at UCLA 2013–2017

Avionics · Telemetry · Launch Control · Embedded

I was the Electronics Lead for UCLA’s rocket team for four years (2013–2017). I designed and built the launch control system, the launch software, and the payload & telemetry software — the electronics and code that carried our rockets from the pad through flight and brought their data back.

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3D Printed Robot Arm 2016

Robotics · Android · Bluetooth · Embedded

3D printed robotic arm driven by an Arduino and servos

A multi-degree-of-freedom robotic arm with 3D-printed structural parts and servo actuation, driven by an Arduino over a Bluetooth link. The project covered the mechanical design and printing of the linkages and the servo control electronics.

I also wrote an Android app to control it — the phone talks to the arm over Bluetooth, letting you teleoperate each joint from a custom touchscreen interface.

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FPGA Maze Game 2016

Verilog · FPGA · LED Matrix · Digital Logic

A maze game implemented entirely in hardware on an FPGA, written in Verilog. I built a physical LED matrix that served as the actual display. The FPGA drove the game logic and player input handling, all as digital logic rather than software.

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EHD (Ion) Thruster 2015

High Voltage · Propulsion · Physics

Electrohydrodynamic ion thruster with copper emitter and collector electrodes

An electrohydrodynamic (ion) thruster that produces thrust from ionic wind with no moving parts. A high-voltage potential between an emitter and collector ionizes air and accelerates the ions, dragging neutral air along with them. The project explored the electrode geometry, the high-voltage supply, and the thrust-to-power tradeoffs of the effect.

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Languages

C, C++, Python, Java; LabVIEW.

Simulation & Physical AI

Rocket & real-time 3D spatial physics simulation, robotics, Physical AI.

Infrastructure & DevOps

CI/CD automation, Python packaging & release engineering, Linux, large-scale data processing.

Leadership

Engineering management, technical direction, cross-functional delivery, stakeholder integration.

The best way to reach me is by email, or connect on LinkedIn.