C++ Developer
TargetAI Ltd
Nov 2024 — PresentDevelops real-time video processing and inference systems; reduced memory use by 35%, preprocessing time to 1–4 ms, and streaming latency to 50 ms.
• Working on real-time video processing application, using C++20, Rust, Gstreamer/FFmpeg, OpenCV, OpenVINO
• Responsible for developing and optimizing AI inference server
• Traced memory leaks with Intel VTune and reduced memory consumption by 35%
• Decreased frame preprocessing duration from 10-15ms to 1-4ms
• Reduced live streaming latency from 1 second to 50ms which allowed comfortable PTZ control
• Continuously porting C++ codebase to Rust using cxx.rs and FFI bindings
• Technologies: Kafka, WebSockets for real-time live streaming, Prometheus for metrics, AWS S3 for video storage
WinForms Developer
DevExpress
Developer tools and UI component software company.
Nov 2023 — Nov 2024Maintained a WinForms components library, fixing legacy bugs while limiting breaking changes and adding tests that exposed visual bugs.
• Worked on a WinForms components library
• Mostly fixed legacy bugs and minimizing breaking changes in process
• Added various tests which revealed critical visual bugs
Gameplay Developer
OutsideIn Entertainment LLC
Dec 2022 — Sep 2023Worked on Alvo VR, adding gameplay features and supporting its Steam release, including anti-cheat measures using Easy Anti-Cheat.
• Worked on Alvo VR, multiplayer shooter using Unity Engine and Photon Engine
• Assisted with publishing the game’s release on Steam, including designing anti-cheat measures via Epic Online Services’ Easy Anti-Cheat
• Enhanced game modes by adding various new features and improving overall gameplay
• Added quality-of-life features and fixed bugs
Gameplay Developer
OGames
Oct 2021 — Nov 2022Developed Car Parking Multiplayer and ported it to Nintendo Switch; worked across UI, multiplayer, animation, and backend performance.
• Worked on Car Parking Multiplayer, a multiplayer open-world racing game using Unity Engine and Photon Engine
• Ported and published the game on Nintendo Switch, which involved optimizing graphics, implementing in-game shop, and adapting UI for controllers
• Worked on UI, multiplayer, and the animation system
• Continuously improved the codebase and eliminated bottlenecks through caching and using faster algorithms
• Optimized backend services and databases, resulting in lower database load and reduced size
• Frequently assisted colleagues with bug fixes and new ideas