Willhelm Sokolov

UE4 (C++) and Python developer

Kazan, Russian Federation

Summary

Being both an experimentalist by nature and enthusiast of neat solutions, I strive to_learn/for/to_know_how:
• structured information [streams],
• overall new technologies [in various areas],
• architectural patterns and approaches (OOP, ECS, functional, etc.),
• and languages (natural and programming ones).

I'd say being somewhat close to people is an important aspect of my life, too.

Languages:

Chinese, English, German, Russian

Favorite Python Packages:

Keras\TensorFlow, pandas, spaCy, Scrapy, Flask, requests.

Experience

November 2017 — currently

Back-end\ML developer at OWN.space,

Mostly I am responsible for improving the existing agents, designing and implementing new ones, and, from time to months) time, improving the existing agents' architecture.

  • NLP, ML: spaCy, Tensorflow/Keras/BERT, MS NLP-services, developed Science-agent, NLP R&D, CV R&D
  • refactoring, designing and implementing automatization and support tools
  • team work: git, Scrum, apiary, meetings, team managing (interns)
  • misc.: assisted in UX design, wrote automated tests (CI), consulted HoloLens (MS MR) team

August 2018 — July 2019
1 year

UE4 Developer at Timenudge Studios,

Vertex is complete re-vamp of «Star Wars: Jedi Knight» on Unreal Engine 4.


There, I worked on gameplay mechanics design (abilities) and implementation (guns), lore essentials (i.e., narrative design), dev-ops (Perforce deployment and support), public relations in CIS (DevGamm conference).


October 2016 — July 2018
1 year 10 months

Lead Programmer, Project Manager at Gray Rat

«Star Wars: Republic Commando 2» Unreal Engine 4 game project. GDD, architecture + tech. design specifications, gameplay modules (UE4 C++ API), script (writing and editing), character rigging (Blender), shaders and level design (WorldMachine, VFX via UE4 particle system), SMM (3K fans).


May 2017 — September 2017
5 months

UE4 Programmer at GD Forge,

«Cycle» game project: survival, sandbox, craft, quests, fights, buildings.

  • gameplay modules:
    • inventory + containers + craft, trauma system
    • dialogue system + workflow tools
  • VFX: UE4 shader tool, HSLS
  • UI: reworking, and implementing visuals and logic for gameplay modules
  • SE: architecture creation
  • team work: git, Trello, meetings

March 2012 — July 2012
5 months

Java Developer at Eureka BPO,

Create, modify, and test modules for Alfresco ECM platform.

  • tools:
    • Ubuntu workflow, MS Server
    • Java, MS SQL + PostgreSQL
  • team work: Eclipse + SVN + Jira, meetings
  • web: HTML + CSS+ DOM, e-mail emulating/testing

Skills

Amazon Web Services (AWS), Django, Flask, Keras, Machine Learning, Natural Language Processing, Pandas, TensorFlow

Joined: June 2019