Резюме від 2 квітня 2020 PRO

Дмитро

CTO, VP, Head of Engineering, 280 000 грн

Зайнятість:
Повна зайнятість.
Вік:
45 років
Місто проживання:
Київ
Готовий працювати:
Дистанційно, Київ

Контактна інформація

Шукач вказав телефон та ел. пошту.

Прізвище, контакти та світлина доступні тільки для зареєстрованих роботодавців. Щоб отримати доступ до особистих даних кандидатів, увійдіть як роботодавець або зареєструйтеся.

Досвід роботи

Керівник проекту, провідний программист

з 03.2012 по 11.2018 (6 років 8 місяців)
Vostok Games, Київ (Комп'ютерні ігри)

Responsibilities:
* Management of an 8-12 person team
* Development and setup of the development pipeline for the engine and the game
* Tasks decomposition, distribution, estimation and tracking
* Programming tasks accomplishment
* Interviewing / hiring / firing of the developers

Since November 2017, my responsibilities have been extended:
* Management of a 25-30 person team
* Financial reporting: PnL, developers financial conditions review
* KPI analysis, game updates feature list creation, distribution and scheduling
* Servers maintenance, game updates publishing
* The orders, payments, connection and tracking of all the game servers

Key Achievements:
* The project Survarium was launched in the closed Alpha stage in May 2013, entered an open Beta stage in July 2013 and is available on Steam since April 2015
* According to the Steam statistics, 2+ millions of players downloaded and launched the game. The actual player count is greater, but it is under NDA.
* Vostok Engine was developed from the ground up. It consists of 120+ projects and over a million lines of code: game client, servers, launcher, downloader and updater, installer and various deployment utilities.
* The engine contains modern physically correct render, runs on multiple PC configurations including embedded video cards, produces smooth frame rate, has a tiny network traffic, is unbelievably strong against bad network conditions and has a minimal load on server CPU, carefully distributing the load among client CPU cores.
* The engine is an asynchronous multi-threaded system, which uses CPU and GPU cores efficiently. In synthetic tests when using powerful video card and a multicore CPU it may achieve 1500+ fps in a regular match distributing the load among all of the available cores.
* A new network synchronization scheme, which we call An Asynchronous Determinism, was introduced. I am going to publish an article with the description of the way it works.

Провідний програміст

з 03.2002 по 12.2011 (9 років 9 місяців)
GSC Game World, Київ (Розробка комп'ютерних ігор)

Responsibilities:
* Management of a 6-12 person team
* Development and setup of the development pipeline for the X-Ray engine and the game
* Tasks decomposition, distribution, estimation and tracking
* Programming tasks accomplishment
* Interviewing / hiring / firing of the developers

Key Achievements:
* For the project S.T.A.L.K.E.R.: Shadow of Chernobyl I introduced and implemented an ALife - life simulation system by the game characters. It became one of the key features of the game and contributed a lot to the popularity and profitability of the project significantly increasing game replayability. Subsequently, the players created a large number of modifications of the game using this system.
* Non-person characters AI is considered one of the greatest game strengths. The implementation of the animal-like characters is still a reference for other games.
* After 7 years of development, we eventually did release the project S.T.A.L.K.E.R.: Shadow of Chernobyl, which became the best-selling game in the former USSR countries and has the most sold copies still.
* So-called “smart covers” were introduced in the project S.T.A.L.K.E.R.: Clear Sky, which contain the description of the character behaviors/animations that may be used in a specific location.
* Navigation through the doors and narrow places was introduced in the project S.T.A.L.K.E.R.: Call of Pripyat. It enabled the characters to avoid collisions by waiting for other characters nearby if needed.

Освіта

Університет Т.Шевченка

Кібернетика, прикладна математика, магістр, Київ
Вища, з 1996 по 2002 (5 років 9 місяців)

Диплом магістра з відзнакою, тема дипломної роботи:
"Конструювання функцій оцінки для детермінованих антагоністичних ігор двох осіб на дошці з повною інформацією".

Додаткова освіта та сертифікати

Sequence Models, Coursera

2019

Convolutional Neural Networks, Coursera

2019

Structuring Machine Learning, Coursera

2019

Improving Deep Neural Networks: Hyperparameter tuning, Regularization and Optimization, Coursera

2019

Neural Networks and Deep Learning, Coursera

2019

Artificial Intelligence Planning, Coursera

2013

Artificial Intelligence for Robotics, Udacity

2012

Introduction to Artificial Intelligence, Udacity

2011

Знання і навички

C++

Знання мов

Англійська — вище середнього

Додаткова інформація

Target: A responsible and creative position in a software development company, which meets my level of expertise, with the possibility to make decisions, set standards, transfer experience and knowledge, train colleagues and express and improve myself.

Personal qualities: To listen and to hear colleagues, to help, to give an advice, to develop and to explore, to make the best decisions based on the arguments, to constantly verify the decisions are the most rational ones, to be a mentor and to learn from others, to constantly improve myself, standards and pipeline, to be in a good physical and mental shape, to be involved and to work a lot given the time and resources constraints to get things done in time.

Expertise: Development of extremely high complexity software products from scratch, management of a 25-30 person team, C++ candidates interviewing, free to play, shooters, multiplayer, network, AI in shooters, 3D graphics concepts and programming, skeletal animations, physics and collision, game engine, game editor, servers, distributed computations, optimization, programming for SSD, development pipeline, debugging, AI in board games, AI: planning, AI: constraint satisfaction problems.

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