2014-2015 Stanislav Pugach Resume

2014-2015 Stanislav Pugach Resume

27422 NE 30TH WAY REDMOND, WA 98053 SUMMARY Nearly two decades of software engineering experience, strong analytical aptitude, and a wide range of technical knowledge. ● Able to quickly grasp complex systems +1.425.922.1634 and identify opportunities for improvements and resolution of critical issues. ● Intrepid lecturer and public speaker, able to communicate with both technical and creative types. ● Excellent troublemakingshooting and problem-solving skills. ● STANISLAV.PUGACH Proven technical and nontechnical writing competence. STANISLAV.PUGACHGMAIL.COM RUSSIAN 95% ENGLISH 90% TURKISH 30% 2003 | PhD 1998 | MSc C# 7+ YEARS C++ 10+ YEARS SQL 3+ YEARS XML RUBY C HTML JS BASS, DRUMS MOUNTAINEERING 1 PROFESSIONAL EXPERIENCE CURRENT Senior Software Development Engineer POINT INSIDE INC ● BELLEVUE, WASHINGTON Spearheaded a small team in creating a product-search relevance measurement framework; to be used in regular quality control and pre-release testing of new features. ● Developed code for automated scraping of the in-house 27422 NE 30TH WAY search engine as well as partner and competitor search engines. ● Interfaced with Amazon Mechanical Turk, using REDMOND, WA 98053 crowdsourcing for search relevance assessment. ● Maintained community contact with Mechanical Turk workers, addressing concerns and resolving issues. ● Created Pig and Hive scripts for large-scale log processing. ● Used accumulated data to provide diverse analytical reports requested by other departments. ● Designed, drove, and +1.425.922.1634 developed features in the web service layer components, from prototyping to production deployment, improving end-user experience at in-store search and navigation. ● Worked on Solr plugins used as part of the in-house product search engine. STANISLAV.PUGACH TECHNOLOGY: Ruby / Rails, Groovy / Grails, Java, MySQL, Pig, SolR, Mechanical Turk, Amazon Web Services PROCESS: Scrum, TDD STANISLAV.PUGACHGMAIL.COM RUSSIAN 95% ENGLISH 90% TURKISH 30% 2003 | PHD 1998 | MSC 20011 - 2014 Software Development Engineer II MICROSOFT, BING LOCAL ● BELLEVUE, WASHINGTON C++ C# Worked on local content and relevance measurement, providing quality metrics for Local Vertical’s pipeline and SQL XML data. ● Developed scrapers for automated acquisition of local answers for queries on Bing, Google, Google Maps, .NET and Yandex. ● Maintained and updated old scraper code to reect the latest changes in the output of the search engines. ● Developed a plugin-based scoring system; the system uses external plugin assemblies and allows partially trusted partner code by using .NET sandboxing. ● Participated in the development of the system for perceived duplicate entity rate measurement for local data, using UHRS human-judgment system. ● Maintained and updated the duplicate measurement system for 12 months until it was passed over to another team; provided support forPERSONAL the transfer. ● Developed metric reports using SQL Server Reporting Services. ● Developed scripts for generation• Bassof query (4 years) sets for UHRS judge qualication and spam detection, using WWF workows. ● Attended educational• Drums(3 workshops years) on .NET Debugging and Performance Tuning. TECHNOLOGY: C#, SQL, SSRS, XML, TDD PROCESS: Scrum, TDD 10 PROFESSIONAL EXPERIENCE 2009 - 2010 Senior Programmer NIVAL NETWORK ● MOSCOW, RUSSIA Worked on several international AAA PC game titles: Most notable being Prime World, a MOBA-style game (in credits), as well as some unannounced titles. ● Participated in the development of the game asset editor used to manage the XML game asset DB and binary art assets. ● Developed key components for the art asset pipeline, providing one-click 3D and 2D art asset import from Maya/Photoshop sources into the game’s internal binary format. ● Developed a versioning plugin for the editor, providing user-friendly change commit solution for the art assets and accompanying game data. ● Worked on the map editing component of the game editor, developing and enhancing features for terrain modication, automated terrain generation, automated object placement. ● Developed the time- and state-synchronization component of the game’s main P2P game mode, using server-based clock and potential game state recovery on disconnect or desynchronization. ● Developed a distributed testing harness for automated concurrent regression and performance testing of several copies of the game on several machines, using .NET’s RPC and object replication capabilities. ● Worked closely with designers and artists to rapidly prototype a number of gameplay mechanics using the Unity engine. ● Participated in interviewing potential candidates. TECHNOLOGY: C++, C#, XML, Unity, SubVersion, TDD PROCESS: OOP, Scrum, Creative Interaction, Debug, Optimization, Prototyping 2007 - 2009 Assistant Professor ANKARA UNIVERSITY ● ANKARA, TURKEY Taught applied mathematics and computer science courses to BSc and MSc students. Subjects: Programming languages (C, C++, SQL, HTML, XML, JavaScript, PHP, Perl), Computational methods, Operating system concepts, Database systems, Web development. ● Designed course lecture plans and prepared lecture slide decks. ● Prepared lab assignments. ● Wrote midterm and term nal exam tasks. ● Graded exams and student projects. ● Mentored students in their course projects and nal year projects. ● Prepared project proposals with budgets. ● Interacted with industrial contacts about collaborative projects (medical visualization, weather modeling and visualization). TECHNOLOGY: C/C++/C#, XNA, SQL, HTML, CSS, JavaScript, ASP.NET, PHP, Perl PROCESS: Public Speaking, Tutoring, Project Coordination, Examination 11 PROFESSIONAL EXPERIENCE 2003 - 2007 Senior Programmer NIVAL INTERACTIVE ● MOSCOW, RUSSIA Participated in development of several international AAA PC game titles: Blitzkrieg 2 (in credits), Heroes of Might and Magic 5 (in credits), unannounced projects. ● Worked on key AI components for various gameplay concepts, unit behavior, unit abilities, game object construction. ● Developed UI and UX features for main gameplay process and supplementary UIs. ● Worked on the art/design asset pipeline and the game asset editor. ● Designed the computer player concept and work logic. ● Interacted with artists and designers to capture requirements for implementation as code features. ● Developed a P2P time-synchronization system for the multiplayer game mode from scratch and rewrote all of legacy multiplayer components. ● Developed the client-side components, from logic to UI, for random and tournament matchmaking. ● Monitored and debugged game engine synchronization issues; developed a semi-automated system for tracking/debugging of synchronization issues. ● Adapted the multiplayer components for use in a dierent project. ● Used and maintained publisher-provided client-side matchmaking components to ensure reliable connection and utilization of the publisher’s matchmaking/community services. ● Responsible for integration and use of third-party copy-protection software (StarForce, SecuROM) during the product release process. ● Proled and optimized game code (game logic, UI, network). ● Was acting team lead for a programming team of 10+ developers for two months during release stretch, providing workload distribution and feature prioritization. Was team lead for the game patching project of 3-5 developers after the product release, facilitating development and release of several game patches, including major bug x and new features. TECHNOLOGY: C++, XML, SourceSafe, SubVersion, Perforce, StarForce, SecuROM, UML, Rational Rose, SQL PROCESS: OOP, Scrum, Versioning, Patching, Debug, Optimization, Creative Interaction 1999 - 2003 Research Student DEMONTFORT UNIVERSITY ● MILTON KEYNES, UNITED KINGDOM Received PhD in Computer Science. ● Worked on character animation, using pattern recognition and stochastic models (Hidden Markov Models) to generate stylized motion based on motion-captured data. ● Used pattern recognition to generate a sequence of action-reaction animations. ● Wrote research papers in collaboration with other researchers. ● Participated in a medical visualization project, displaying volume data from a CT scan as either a surface (OpenGL) or a voxel volume (ray-tracing). ● Used 3D Studio Max with Biped plug-in as the animation/rendering environment, designing the project code as a plug-in. ● Served as a Resident Tutor in the student dorms, overseeing safety and order, conducting re drills, etc. TECHNOLOGY: C++, 3D Max, Animation, Pattern Recognition, HMM, Medical Visualization, OpenGL, Volume Data PROCESS: Technical Writing, Research 100 EDUCATION 2003 PhD in Computing DE MONTFORT UNIVERSITY ● MILTON KEYNES, UNITED KINGDOM THESIS: “Closely Interacting Figures in Virtual Environment” Publication S.PUGACH, G. CLAPWORTHY "A More Realistic Action-Reaction Model for Virtual Environments", Proceedings of IV 2003 Conference 1998 MSc in Applied Mathematics MOSCOW STATE UNIVERSITY ● MOSCOW, RUSSIA THESIS: “Gesture Recognition” ADDITIONAL EXPERIENCE 2013 - 2014 Created Adobe Illustrator CC scripts automating art export tasks resulting in design team workload reduction of up to 90%. Ongoing development work involving creation of user facing web application. 2006 - 2011 Russian-English translation of formal documents and computer game scripts for Buka Entertainment — currently a part of 1C, one of the biggest software and publishing houses in Russia. 2005 - 2011 Sta Interviewer, Writer, and Editor for a Russian magazine called Oriental. 1998 - 1999 Worked at DiaSoft, developing banking system software (Clarion). 1993 - 1998 Developed several “automated workplace” projects using various DB systems (Dbase, FoxBase, Clipper, Clarion) as an independent contractor. 101.

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