mihailogazda
Bojan Cup
London, United Kingdom

Senior technical leadership person, now with over 20 years of experience in various engineering fields. Currently I am focused on leading the automation initiatives @ Ubisoft Mobile.

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Objective-C
Objective-C
Developer
United Kingdom
Top 100
Swift
Swift
Developer
United Kingdom
Highest experience points: 0 points,

0 activities in the last year

List your work history, including any contracts or internships
Ubisoft
1 year 9 months
London, England
Technical Director, Automation
Apr 2022 - Nov 2022 (7 months)
Focusing on the vision and the future of automation and its related technologies @ Ubisoft’s mobile.
Senior Client Services Architect
Jan 2021 - Mar 2022 (1 year 2 months)
Helping Ubisoft deliver on its mobile vision by focusing on first party tech, reusability and automation.
unity engine unreal engine snowdrop
Future Games of London Ltd - a Ubisoft Studio
5 years 5 months
London, United Kingdom
Lead Platform And Technology Engineer
Dec 2018 - Jan 2021 (2 years 1 month)
Helping improve and promote best engineering practices and am heavily involved in reusable mobile technology and automation initiatives in the Ubisoft Mobile group.

I'm also leading a team of brilliant engineers, we develop and support business critical technology to support day to day live-ops operations in FGOL and other Ubi studios.

Passionate about collaboration between teams and studios, I aim to provide assistance and support and reduce technical waste as much as possible.
unity engine unreal engine snowdrop c++ c# SWIG java ios
Senior Platform Mobile Engineer
Apr 2018 - Jan 2021 (2 years 9 months)
I help make video games. Everything and anything non game-play related, usually optimizations, extending Unity to support latest iOS and Android features, all tools and assets and build pipelines.
C#, C++, ObjectiveC, Java
Android C# C++ ios Java Unity
Platform Mobile Engineer
Aug 2015 - Apr 2018 (2 years 8 months)
Responsibilities
- Extending Unity run-time with various native plugins for Android, Amazon and iOS. Supporting latest native features without depending on Unity.
- Porting and interoping native C++ libraries to work with Unity (e.g. Gif file support)
- Benchmarking and optimizing game performance with focus on memory usage and load times for Android and iOS.
- Scripting Unity editor and creating tools for various things, usually to improve project maintainability on mobile devices and detect potential issues up front. Also custom importers / processors, etc.
- Writing Unity plugins for 3rd party native plugins without (or with lousy) Unity support. FB, Weibo, GPGS, GameCircle, Prime, MAT, Upsight, Flurry, Mopub, Vungle, CB, AdCo, AppLovin, just to name some.
- When the plugins are done, creating game-independent frameworks for Ads, Analytics and socials that can be shared within projects.
- Implementing and maintaining Unity build pipeline with Jenkins CI. Speed improvements for builds.
- Maintaining and creating various stand-alone tools for game asset pipeline (e.g. build speed profiling or to handle CVS's like Perforce properly)
Android C++ ios Unity
Eipix Entertainment
Jun 2013 - Jul 2015 (2 years 1 month)
Novi Sad
Lead Programmer, F2P
Tightening all those loose screws in our engine and hammering new nails in. Helping others if I can. In case of gremlins, first, I grease myself, then I do it again, then some wrestling with them nasty, filthy cross-platform demons. Poker sessions in between rounds when match lasts a while. :) When resting I'm a lead developer on one of our games.

Responsibilities:
• Actively designing, maintaining and coding our cross platform game engine (C++, C#, Objective-C). I work on PC, Mac OS and iOS in parallel daily.
• Maintaining and improving our custom script language (LUA like).
• Designing, maintaining and implementing our workflow, map editors and tools. C++/C# / MaxScript / JS. Custom exporters / importers for 3DMax and Photoshop.
• Optimizing our technology for mobile, reducing memory footprint and CPU load up to multiple times. Improving load times as well.
• Implementing support for various audio, image and video file formats (Mp4, webm, theora, PVRTC2, Core Audio Format …).
• Working with all kind of analytics and social SDK’s (facebook, g+, flurry, playhaven / kontagent / upsight, gameanalytics, chartboost, rave, hasoffers, …).
• Implementing new game systems and mini games (C++ and our script).
• Prototyping new tools, like Visual Script editor, bugs and crash tracker.
• Build engineering & continuous integration, Jenkins + custom tools, multi-node - PC & Mac.
• Debugging through various IDE’s and tools and performance.
• Mentoring team of less experienced programmers.
C# ios JavaScript

Add some compelling projects here to demonstrate your experience
Hungry Shark World - Console Edition (PS4, XBox, Switch)
Jan 2018 - Jul 2018
A Console re-imagining of Ubisoft's hit mobile game, Hungry Shark World!
Gotta say, working on all 3 major consoles was a fun experience :D
Hungry Shark Evolution
Aug 2015 - Present
First one of the massively popular games I'm credited on. iOS, Android and Amazon (with TV's).
Hungry Shark World
Aug 2015 - Present
Making sure its performant, stable, social, analytical, and that it built correctly and in time.

Microsoft Certified Systems Administrator
Mar 2005
Microsoft Certified Professional
Apr 2004

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