Position: Senior Software Engineer
Category: C++
English level: upper
Years of experience: 8

I’m pretty flexible in learning new things, without having much of OpenGL experience I was feeling pretty well as a generalist C+ developer working on rendering and learning OpenGL on the go.

I’m always trying to improve things in the project even though sometimes it is not being accepted like when I improved an algorithm to work 3.5 times faster and the entire pipeline run shrunk from 20 hours to about 6 + this enabled using GPU for calculation instead of expensive Intel Xeon. It was not accepted just because it was not passing some tests with hardcoded values. Though it is known that complex floating points algorithms can diverge with different implementations just because of floating-point arithmetics error on CPU { (a+b)+c != a+(b+c) }.
2 years of fintech. First-year was as a very junior C++ dev and worked on the support of the library extending CppAD + its’ propagation to the C# front end. Second-year worked on the implementation of some ML algorithms and optimization/porting them to vectorized approach or GPU.

Next 3 years I worked in the automotive domain on rendering engine and map display. Feature development, support, maintenance, and learning some graphics programming.
Worked as a part of a client’s team, in a small local team, and in big teams.
QNX, Android, OpenGL, Metal API, OpenGL -> metal API porting

7 months in game development. My main job was to port game from working on PS5 to squeeze 60 FPS on PS4 in UE4 4.25

As of Spring 2021 working on another OpenGL -> Metal API render engine migration.
Not some legacy project.
Do not disturb with C projects or those who has 40%+ C code in the projects.
C++11 at least.