Position: iOS Developer
Category: iOS
English level: fluent
Years of experience: 3

The list below is not sorted

1. Custom actions sheet with fluent responsive animations, that allows an unlimited number of entries (actions, expands up to full-screen size, without overflow, funded on both Asynchronous UI framework (Texture) and UIKit.
No other, ready-to-use solution existed to comply with project requirements, so done this almost from a scratch.

2. Navigation logic, navigation context, dialog context.
Sounds simple, but in practice, there is no simple way to ensure proper navigation in the application, if you want your user to be able to navigate without limitations. For example, to open a certain screen by a deep link interaction, we have to know on which screen the user is located now and how to get to the target screen from the current context. Or, to show different actions at the Actions Sheet, we have to specify this logic, that considers every possible combination. No details here, you'll get it, I presume.

3. Custom transition animations. A very important part of any application, since every user wants to use fluent application. In my experience, this includes both full transition to the new screens and partial transitions and animations at the current screen, under user interactions.

4. Creating of complex UI Hierarchy, Navigation Hierarchy and complex multi-threaded requests for batch operations 

5. Experience with Redux and Asynchronous UI and Operations, Git, Unit Testing, Issue-resolving skills, Human Interface Guidelines, UI/UX,  Software Design and Architecture patterns, Product quality improvement through continuous Unit Testing practice

6. Conflict Management, Soft Skills, Sociability.
I've worked as a Software Engineer at EPAM Systems, engineering a certain undisclosed business-targeted iPad OS application with a quite complex hierarchy of views,  using Swift, Alamofire, and hybrid UIKit (both Storyboards/XIBs and Code).

The project itself manifested a strong TDD requirement, and required a was team to cover a wide set of requirements, including Web application, and thus, ensured comprehensive communication across all of the teams (mobile, web & back-end).
Here I've gained my first experience of iOS mobile applications development, initial knowledge of architectures and patterns, and significant knowledge on how to produce reliable complex applications. 

What I've learned here: 
In-team and cross-team communication, Test Driven Development, VIPER, MVC, SOLID, CLEAN, DRY, Swift, UIKit, XCTest framework, REST, Git, GCD


My next significant project was at Patron Empowerment product company, which develops a Rhythmic Rebellion music app. I can't say much here about the idea itself, but you can have my word - the complexity of this project is insane. We had an idea to solve lots of issues with current music subscription models, and this task requires a lot of hard work and brainstorming as much, as tons of novel ideas.
Unlike the previous project, this one allowed me more freedom and gave me lots of opportunities to work with new Frameworks and experiment a bit with Animations and other user-experience-related improvements.
Here I've learned a cardinally new approach to both app architecture and Asynchronous UI, so as vastly improved code style and a proper way to write helper extensions to get rid of legacy styled code.
What I've learned here: REDUX, Texture (AsyncDisplayKit), GraphQL, SnapKit, WebSockets, Git Hooks, Concurrency (A lot of it).
Opportunities to improve and contribute new ideas and improvements into the project

New, previously unexplored (for me), technologies and frameworks, such as Swift UI, Combine, etc., Apple Watch companion-app is desirable, I have had no real experience with watchOS apps, but I wish to gain some.

iPadOS (as complimentary for basic iOS app version) is also desirable — universal applications are desirable for the year 2022, not a lot of people want to use the small display of a phone to do crucial work.

I'm interested in tvOS / macOS support, too. Some applications just have to support those to be fully manifested.

Swift, iOS 13, and newer. Objective-C legacy is fine, but not desired.

A highly sociable team is desired, the more we talk to each other, the better our product and productivity become. 
Ofc, that includes frequent team building, events, etc.