Position: CTO, VP of Engineering, Head of Engineering.
Category: Lead
English level: upper
Years of experience: 11

* According to the Steam statistics, 2+ millions of players downloaded and launched the game.
* Vostok Engine was developed from the ground up. It consists of 120+ projects and over a million lines of code: game client, servers, launcher, downloader and updater, installer and various deployment utilities.
* The engine contains modern physically correct render, runs on multiple PC configurations including embedded video cards, produces smooth frame rate, has a tiny network traffic, is unbelievably strong against bad network conditions and has a minimal load on server CPU, carefully distributing the load among client CPU cores.
* A new network synchronization scheme, which we call An Asynchronous Determinism, was introduced. I am going to publish an article with the description of the way it works.
* For the project S.T.A.L.K.E.R.: Shadow of Chernobyl I introduced and implemented an ALife - life simulation system by the game characters. It became one of the key features of the game and contributed a lot to the popularity and profitability of the project significantly increasing game replayability. Subsequently, the players created a large number of modifications of the game using this system.
* Non-person characters AI is considered one of the greatest game strengths. The implementation of the animal-like characters is still a reference for other games.
* After 7 years of development, we eventually did release the project S.T.A.L.K.E.R.: Shadow of Chernobyl, which became the best-selling game in the former USSR countries and has the most sold copies still.
The projects: S.T.A.L.K.E.R.: Shadow of Chernobyl, Clear Sky, Call of Pripyat'; Survarium.

The stack of technologies: C++/Managed C++/Lua/Python, Mercurial/Git/Subversion, Jenkins, DirectX, MySQL, 

Expertise: Development of extremely high complexity software products from scratch, management of a 25-30 person team, C++ candidates interviewing, free to play, shooters, multiplayer, network, AI in shooters, 3D graphics concepts and programming, skeletal animations, physics and collision, game engine, game editor, servers, distributed computations, optimization, programming for SSD, development pipeline, debugging, AI in board games, AI: planning, AI: constraint satisfaction problems.

Personal qualities: To listen and to hear colleagues, to help, to give an advice, to develop and to explore, to make the best decisions based on the arguments, to constantly verify the decisions are the most rational ones, to be a mentor and to learn from others, to constantly improve myself, standards and pipeline, to be in a good physical and mental shape, to be involved and to work a lot given the time and resources constraints to get things done in time.
A responsible and creative position in a software development company, which meets my level of expertise, with the possibility to make decisions, set standards, transfer experience and knowledge, train colleagues and express and improve myself.