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Schedule Interview NowMy name is Leonard B. and I have over 6 years of experience in the tech industry. I specialize in the following technologies: MongoDB, Python, SQL, ETL, Data Migration, etc.. I hold a degree in . Some of the notable projects I’ve worked on include: Illiana - Transform Data into Intelligence, Rose of Eternity, Content Platform Engineer. I am based in Poughkeepsie, United States. I've successfully completed 3 projects while developing at Softaims.
I specialize in architecting and developing scalable, distributed systems that handle high demands and complex information flows. My focus is on building fault-tolerant infrastructure using modern cloud practices and modular patterns. I excel at diagnosing and resolving intricate concurrency and scaling issues across large platforms.
Collaboration is central to my success; I enjoy working with fellow technical experts and product managers to define clear technical roadmaps. This structured approach allows the team at Softaims to consistently deliver high-availability solutions that can easily adapt to exponential growth.
I maintain a proactive approach to security and performance, treating them as integral components of the design process, not as afterthoughts. My ultimate goal is to build the foundational technology that powers client success and innovation.
Main technologies
6 years
4 Years
4 Years
4 Years
Potentially possible
Palantir Technologies
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An RPG series initially created (in concept) in 1999. After 5 years of design , work started on the first entry in the game, Rose of Eternity - The Coming, in April of 2004. It used the Aurora Engine of the PC game, Neverwinter Nights. The game would initially be released in July of 2005, and was ranked the 55th best module of all time by Neverwinter Nights Vault, and has Work began on the sequel, Rose of Eternity - Cry The Beloved, mere days after the release of the preceding title, and would finish up in October of 2006. This game is ranked #2 overall. In December of 2009, work began on a new entry in the series, called Rose of Eternity - Family & Country. This would make use of the newly released Eclipse Engine used for Dragon Age: Origins. The game would eventually be released in September of 2014. In early 2016, work began on a new game, tentatively called, Rose of Eternity Tactics, using the Unity Engine. The game's release date is still TBA...
Designed, implemented, released, and maintained multiple content ingestion systems for the flag ship application, iHeartRadio, which supports the following: - music streaming service - podcasts MUSIC: Created pipelines for music labels to send us music packages (audio files, images, and metadata) that we could ingest into our database. In addition, created real time, heterogeneous, streaming replication from one database engine to another, where the data was transformed before being ready for downstream clients. Finally, built and scaled up a transcoding system that was distributed over a dozen machines, capable of processing 50K+ new songs a day. PODCASTS: Extended the existing music transcoding system to support new podcast specific filters, moved to its own podcasts cluster. Moved the system from a batch based approach to a real time messaging system using RabbitMQ as the broker. Other performance tuning, which allows us to be able to comfortably process 40K+ new podcasts episodes per day.
in Computer science
2002-01-01-2004-01-01