Position: Generalist Developer
Category: Rust
English level: upper
Years of experience: 1.5


1. Den of Thieves (1 year of full-time)
    a. Unannounced project, unfinished - I was tasked to port a game from an older modified version of Unreal Engine to a newer one (4.19->4.26), while bringing all the modifications to that new version and adapting them. It was going slow, but I was able to open the project in the Editor, though with a lot of weird bugs. Sadly, at some point the company couldn't afford to keep the development of 2 projects, so the project was archived, and I was transferred full-time to the main project of the company.
    b. Sir, You Are Being Hunted (+ Reinvented Edition), Unity - I was already helping out interns and my bosses with issues while taking breaks from fixing floods of compilation errors in the Unreal project, with both original game unity version upgrade and the reimagined version. With original one, I was helping with fixing bugs and optimizing performance, for both single and multiplayer gameplay. Was also helping with setting up the docker container and maintaining it for a bit for the "master server" for multiplayer. With Reimagined, I was still mostly fixing bugs and optimizing other interns' code, but I have also rewritten a big chunk of inventory system, including the way it's UI works and implemented some internal functionality for Thievery - company's SDK for easier integration with popular game development frameworks, like LZ4 encryption/decryption implementation for both desktop and Switch.
    c. ue_rec_dep_seeker - a helper tool I wrote in rust while working on the Unreal project to help me find the root of the "circular dependency" errors in Unreal's source code, since it was too much to go through manually.
2. Freelance (0.5 yr)
    a. Ability System, unfinished - my task was to create a framework that, ideally, would be built on top of Unreal's "Game Features" but all in Blueprint. It was getting there but the progress was slow, since a lot of "Game Features" functionality is unavailable in Blueprints, and C++ code was prohibited by requirements, so I had to think of how to replicate some of that functionality into Blueprints. Unfortunately, I had to stop due to payment disputes.
    b. FPS/TPS Multiplayer game (unfinished and current status unknown to me) - Unreal Engine project, was working on the character code, integrating required plugins and implementing all needed functionality. Unfinished for the same reason as the Ability System project.