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 Michal W. and I have over 1 years of experience in the tech industry. I specialize in the following technologies: node.js, ExpressJS, Socket.io, Three.js, Unreal Engine, etc.. Some of the notable projects I’ve worked on include: Multiplayer block-based building system with structural stability, Procedurally generated world with VoxelPlugin 2.0. I am based in Gdansk, Poland. I've successfully completed 2 projects while developing at Softaims.
I value a collaborative environment where shared knowledge leads to superior outcomes. I actively mentor junior team members, conduct thorough quality reviews, and champion engineering best practices across the team. I believe that the quality of the final product is a direct reflection of the team's cohesion and skill.
My experience at Softaims has refined my ability to effectively communicate complex technical concepts to non-technical stakeholders, ensuring project alignment from the outset. I am a strong believer in transparent processes and iterative delivery.
My main objective is to foster a culture of quality and accountability. I am motivated to contribute my expertise to projects that require not just technical skill, but also strong organizational and leadership abilities to succeed.
Main technologies
1 year
1 Year
1 Year
1 Year
Potentially possible
Ten Square Games
Creating a block-based building system with support for multiple materials with varying strength. Fully multiplayer-supported. Uses chunk-system for rendering and replication optimisation. Physics system to calculate structural integrity and make buildings collapse when destroyed. Prefab system to allow developers to place interactive structures in the game world from the the Unreal Engine editor.
Goal of the project was to provide a procedurally generated landscape based on "biome map" provided by the client. My job was turning the concept into data useable by the system and creating a generator for each biome, with seamless transitions between them.