Roman K.

Staff Software Engineer

United Kingdom

About

Experienced Software Engineer in C++ and Rendering.

Experience

  • Staff Software Engineer at Meta
    Dec 2020 - Present · 5 yrs 7 mos

    - Developed rendering technologies for the Orion project, AR glasses combining the look and feel of a regular pair of glasses with the immersive capabilities; - Developed Intermediate Graphics Library (IGL); - A member of the Khronos workgroups from Meta.

  • Senior Software Engineer at Mapbox
    Nov 2019 - Nov 2020 · 1 yr 1 mo

    - Designed and developed rendering engine for Mapbox Vision SDK (OpenGL ES3, Metal); - Developed rendering algorithms for AR, patented “Rendering Augmented Reality with Occlusion”; - Developed mapbox-gl-native rendering engine for maps (3D terrain rendering and other features).

  • Senior Software Engineer / Tech Lead (MAPS.ME project) at VK
    Mar 2015 - Nov 2019 · 4 yrs 9 mos

    - Developed rendering engine (OpenGL ES2, OpenGL ES3, Metal, Vulkan) in C++ for MAPS.ME project, offline maps for iOS and Android; - Was a tech lead in MAPS.ME product team, was responsible for rendering and core C++ libraries, set up technical direction for product in collaboration with iOS and Android tech leads; - Implemented multiple systems for client-server communication (bookmarks cloud backup, real time analytics, travel guides synchronization); - Profiled and optimized performance of MAPS.ME that was able to fully work on low-capable devices.

  • Senior Software Engineer / Technical Producer at Alawar
    Nov 2012 - Oct 2014 · 2 yrs

    - Developed internal tools in C++ and C# to support game publishing business of Alawar; - Developed common game libraries for game studios publishing games in Alawar; - Developed games for iOS and Android in internal studios of Alawar (Montezuma Blitz, Farm Frenzy and Friends, Epic Forces and others); - Supported technical production in external and internal game studios working with Alawar (audit, code review, consultations).

  • Junior/Middle Software Engineer at Forward Development
    Nov 2007 - Nov 2012 · 5 yrs 1 mo

    - Improved, maintained and optimized rendering engine (based on Nebula 2 Engine); - Implemented rendering algorithms (soft shadows, postprocessing, sky rendering, rain and snow rendering, realtime reflections and others); - Integrated Direct3D 11 renderer and multi-screen rendering; - Developed new world editor on C# and Ogre3D.