We can organize an interview with Aldin or any of our 25,000 available candidates within 48 hours. How would you like to proceed?
Schedule Interview NowMy name is Dzmitry K. and I have over 10 years of experience in the tech industry. I specialize in the following technologies: Android, Unity, C#, Mobile App Development, iOS Development, etc.. I hold a degree in Master of Philosophy (M.Phil.). Some of the notable projects I’ve worked on include: Board Kings, Sleep With Me: Fall Asleep App, Ice Creamz Roll - Hyper Casual Game, Merge 2 Engine, Cool Goal - Hyper Casual Game, etc.. I am based in Stockholm, Sweden. I've successfully completed 10 projects while developing at Softaims.
I thrive on project diversity, possessing the adaptability to seamlessly transition between different technical stacks, industries, and team structures. This wide-ranging experience allows me to bring unique perspectives and proven solutions from one domain to another, significantly enhancing the problem-solving process.
I quickly become proficient in new technologies as required, focusing on delivering immediate, high-quality value. At Softaims, I leverage this adaptability to ensure project continuity and success, regardless of the evolving technical landscape.
My work philosophy centers on being a resilient and resourceful team member. I prioritize finding pragmatic, scalable solutions that not only meet the current needs but also provide a flexible foundation for future development and changes.
Main technologies
10 years
9 Years
8 Years
1 Year
Potentially possible
Starbreeze Studios
- refactoring of app parts. - finding and fixing issues from production users. - developing game features in collaboration with other teams (dev teams, QA, techart) - rewriting existing features to the new app architecture. The video link provided is for reference only to my portfolio.
The client's request was to create an application that will help users to fall asleep and/or relax using different inhalation techniques. Ideas, arts, and sounds were supplied by the client. The breathing techniques were based on some research. There were 3 modes at the start with further extension. I was the only developer on this project. I was in close communication with the artist. all arts were transferred via Figma. The most interesting part of this project was the animation system. The breath cycle consisted of four base steps (inhale-hold-exhale-hold). From the beginning, it was stated, that these steps have to be adjustable in time, so for each of the steps time value may be updated later. As a solution, I created animations of one second in length, and then, for each animation I was setting the time from the code. Timings were configurable via JSON file for each breathing mode. So with this solution, the app was flexible and it was possible to switch states and length of the steps animations easily, without touching the animations for the modes. Other than the main cycle, I was doing some additional things like: - in-app subscriptions to monetize the app. - analytics. - different sounds and selection menu. - in-game timer for the modes. - push notifications. - produced test build to test flight. The project was released to iOS Appstore and was marked as the "#1 Sleep App". The actual app rating is 4.2 according to 1.8K reviews.
This is a Hyper Casual/Idle type of game. I was developing the template project for this game (and others HC during my time in Gismart) as I was the Team lead in this company. My main responsibilities were: - Leading a dev team - Development of a template project. - Integration 3rd parties (analytics/ads) - Helping developers with the most complicated tasks. - Bug fix.
The idea was to create the core mechanics for merge-2 games. Base mechanics of this type of game is next: you need to merge two items from level 1 to get one item from level 2, two from level 2 - to get an item from level 3, and so on. I was worked lead dev of the team. Most parts of this engine were created by me. For this engine, we created 3 main pieces: The editor, the Configuration, and the Gameplay module. The editor needed to set up 2 things: the board state and the merge chains. The Configuration was containing board configuration, the initial board state and merge chains. Chains were adjustable, so Game Designer was able to change items with each release. Also, it was possible to easily move those to scriptable and update them remotely (but wasn't part of the engine, it was a task for the future). Gameplay was implementing the orders system, the merge mechanics and the right behaviour of the cells in the game. Also, as a requirement, the engine was implemented as a separate thing, with a simple interface to call the game. So it was easily integrated with different games. After the development, it was used in some games (under NDA) which weren't released because of business reasons.
This is a Hyper Casual/Idle type of game. I was developing the template project for this game (and others HC during my time in Gismart) as I was the Team lead in this company. My main responsibilities were: - Leading a dev team - Development of a template project. - Integration 3rd parties (analytics/ads) - Helping developers with the most complicated tasks. - Bug fix. - updating 3rd parties to actual versions: ads and analytics.
Master of Philosophy (M.Phil.) in Nanoengineering & nanotechnology
2007-01-01-2013-12-01