With great expertise in:
- Engine and gameplay programming. I've worked on AAA-level titles (shooters and sports simulators) with a community of over 400 million players. I've worked on motion matching, locomotion, game ability systems, movement, gameplay mechanics, game engines, multiplayer, asset systems, engine editor, physics, cutscene system, network replications, predictions, etc.
- Physics programming. I have created a custom physics engine, PhysX-based physics engines and an open source library that includes rigidbodies, colliders, GPU physics, GPU particles, GPU clothing, soft bodies, fluid physics, explosive destruction physics, ragdolls, vehicles, etc.
- Autotesting infrastructure. I have created a cross-platform gameplay test infrastructure that runs nightly on desktops and mobile devices with performance reports generation, analytics, results deployment, network metrics, graphs, embedded package certificates, and stability checks,
- Scripting engine programming. I created .NET 8 and .NET 8 Native AOT host for the C++ engine with Mono and HostFXR support, I also created a plug-in system with reflection and modules where you can create your own and configure deployment rules or dependencies,
- .NET and server programming. I have worked on server applications for real-time games,
- 3D math, physics, applied math, computer science.