Lukasz Soluch, Game Design Developer in Warsaw, Poland
Lukasz Soluch

Game Design Developer in Warsaw, Poland

Member since October 3, 2013
Lukasz is an engineer with full-stack development experience, including front- and back-end, mobile, and standalone applications. He has a great ability to work in teams ranging from small, agile teams to big, top-down organizations.
Lukasz is now available for hire

Portfolio

Experience

Location

Warsaw, Poland

Availability

Part-time

Preferred Environment

AI, ML, Vision, Git

The most amazing...

...project I've done is hack a Chinese WeMo Switch knockoff, including their communication protocol, to control it from a script instead of from an iOS-only app.

Employment

  • Senior Unity Engineer

    2018 - PRESENT
    CVEDIA
    • Supported the team with improvements to the development process.
    • Defined and developed the back-end technology responsible for communication between the systems.
    • Measured and optimized the performance of massive assets used to generate realistic environments.
    • Communicated with the stakeholders and helped them define their priorities.
    • Developed new sensors to simulate real-world data, using a mix of C++ back-end and Unity rendering.
    • Developed tools in Python to improve the workflow of data exploration.
    Technologies: Unity, C++, DirectX, ICE, Shaders, Rider
  • Engineering Consultant

    2014 - PRESENT
    Toptal Clients
    • Worked as a Toptal developer to deliver an MVP from the initial idea to the final working product under budget constraints.
    • Delivered a Ruby on Rails 4 + Parse application with a set deadline.
    • Led a team to find bottlenecks in a Python-based web application suffering from the wrong storage schema for Bitcoin chain information.
    • Managed a remote team, organized and scheduled tasks, and ensured proper ticket execution.
    • Provided feedback and expertise for a SplitForce team.
    Technologies: Ruby on Rails, Python, Objective-C, C#
  • Contracted Main Developer

    2013 - 2014
    SplitForce
    • Created Unity's version of the client's iOS library.
    • Replicated iOS language behaviors using C# features.
    • Integrated the testing framework while separating Unity's (untestable) core.
    • Provided support to Splitforce clients.
    • Simplified the logic of integration for easier customer onboarding.
    Technologies: C#, Mono, Unity
  • Software Developer

    2012 - 2013
    Happylatte (former Exoweb)
    • Implemented an Assetbundles resource manager.
    • Added CrashReporter from HockeyApp for iOS builds.
    • Created internal versions for Android and iOS, helping run company-wide release tests.
    • Pushed towards dropping UnityScript and focusing on one language development.
    • Created features through full pipeline.
    Technologies: C#, UnityScript, Python, Objective-C, Java
  • Software Deveoper

    2011 - 2012
    Exoweb
    • Implemented art requirements from assets through final approval.
    • Rewrote core TableCell custom code because the client couldn't legally accept an open-source solution.
    • Added logic for maintaining high-sensitivity data and erasing it from running the app on switch, network issues, etc.
    • Helped the client take over the codebase by giving onsite training and help the client's dev team.
    • Upgraded memory footprints by improving caching data logic.
    Technologies: Objective-C
  • Full-stack Developer

    2007 - 2011
    U2i
    • Maintained and extended an existing custom-made PHP shopping platform.
    • Developed promotional games and applications for upcoming blockbusters with AS3/Flex technology.
    • Maintained, extended, and optimized a Ruby on Rails-based social kids website.
    • Developed games in Flex for a gaming/social platform.
    • Developed from specs to final product an advanced report seller/exchange platform.
    • Supported a C#/.NET application for knowledge exchange.
    Technologies: Ruby on Rails, C#, PHP, AS3, Flex

Experience

  • Undisclosed Unity 3D Mobile Game (Development)

    Joined the team as a senior developer, and over time took the role of team lead and project manager. Was responsible for the initial game design, estimating and splitting the project into tasks, and ensuring the quality of completed tickets. Introduced more Agile workflow, taught mid- and junior-level developers about a better creation pipeline. Researched assets, possible plugins, and server side implementation. Created a draft of network protocols and possible solutions for anti-hacking measures.

  • Infinite Run (Other amazing things)

    As a part of a four-day Game Jam, together with one designer and one artist, we created a full, working MVP of a game that was an example of a collect/run game but with a twist.

    The game was constantly progressing, with an ultimate goal at the end. You travel from Earth to the Moon with certain rules. Until halfway through, you had to avoid obstacles and gather boosts. After the halfway point, you needed to stop getting boosts or you'd come in too fast.

    The game used Unity and 2D graphics, together with free sound effects, and contained a completed, fully playable application made in the span of four days.

  • High Noon 2 (Development)

    As part of the front-end team, I implemented various new functionalities, including implementing third-party APIs and libraries and extending existing frameworks. I also updated the server side when necessary.

  • A Web-based MVP for a Solitaire Style Card Game (Development)

    A web-based Solitare MVP with custom rules and IAP idea.

    As a developer, I helped the client with the definition of the MVP, what is good to have as the basic version vs. future updates, which UX to implement, and how to work with the best, most efficient rules implementation.

    The project was based on Node.js, using server-side logic for validation of the movements and a replay feature that allowed step back and forth in the gameplay. The communication with the clients happened over secure websockets, discouraging tampering and cheating. For additional safety, the server the sending of only relevant data without the full stack of the game.

  • Hiding in Plain Sight (Development)

    I created this iOS game as part of a weekend game jam.

    The game was a native iOS application, using SpriteKit as a base for the game and a multi-peer connectivity framework (thus iOS only) for communication. The basic idea was to use it as a local app, without the need to access the internet, allowing play-testing when commuting.

    The project took two days, including creating pixel-art graphic assets and implementing sound effects and a simple menu. The end result was a fully playable version allowing two players to compete over WiFi/Bluetooth connections.

  • 2D Quasi Fighting Game (Other amazing things)

    As a part of Game Jam, I created a simple 2D mobile game with two different kinds of input. One requires you to whistle at a certain frequency to get a hit, while the other allows you to do a punch-like motion. The game used Unity and mobile as input (microphone + gyro), with the server being a standalone app that displays the result of the fight.

  • Leapfrog (Development)

    An augmented reality app for the mining industry. Using a cross-platform Unity stack, the application displays mining and research information on top of a video feed acquired from the phone's camera. Paired with GPS coordinates, it allows the user to experience research data, like locations of rare minerals on a mining site, in a totally new way.

    As a Unity developer, I joined the project to take it from a polished prototype to a fully finished and released application. Tasks included both user-facing features (redesign UI, implement features for cloud sync and smart local scans) and cross-platform tasks (initially the app was Android only) to implement new data structures to display on the app.

    The app is live and used by clients every day.

  • React Native Books Prototype (Development)
    https://github.com/LukaszSolo/React-Native-Books-Quotes

    I've built a sample React Native application that can read JSON files with notes from the books. The goal of the application is to show to the customer what can be achieved under a very tight time budget. The deadline was 15 hours and the app highlights what can be achieved in that time and what should be cut out. The end result is a perfectly working MVP that can be used to test the potential market fit.

  • Fish Guide (Development)

    An online to offline database of marine life, with data and assets gathered from open sources. The goal was to build an app that can be used in the low-internet scenarios, like island or boats.

    The technologies used were Cordova for the first version of the application and Ruby-based data gathered during the build phase. The challenges were with the speed of the application with a full dataset (total app size was 4.5GB with all images and map files).

    The app was used internally and thus not released on the App Store.

  • Home Open (Development)

    I was hired as a contractor to take a project from initial JPG mockups to the working site under a tight deadline. The web page accompanied the release of the iOS application and was scheduled to go live at the same time.

    I worked very closely with the designer and customer and provided a very fast feedback loop that allowed us to ship the final version of the site on time.

    The website used the latest Ruby on Rails with Google Maps v3 integration and a Parse back end for storing data.

  • StopProof (Development)

    I worked as a Toptal contractor and helped the client go from the initial idea of a web service to a fully working MVP that has been shown to potential customers. After initial feedback, I provided the client with a native iOS application that could provide a better UX. Technologies used included Ruby on Rails 4 with a bootstrapped layout for clean UI, designed for mobile-first, Google Maps v3 integration, and Geolocation services in a browser. For the iOS application, I used native code for the simplicity and speed of the MVP.

  • High Noon (Development)

    I was responsible for maintaining servers as part of the live team to ensure a smooth user experience. I monitored and tracked issues and responding to ongoing issues 24h a day.

  • EzeCastle for iPad (Development)
    https://itunes.apple.com/hk/app/eze-mobile-for-ipad/id463455307?mt=8

    I implemented the mobile front-end for a Windows application, ensuring memory usage for massive amounts of data. I focused on security as the app displayed sensitive and valuable information.

  • The 39 Clues (Development)
    http://the39clues.scholastic.com/

    As a part of the inherited project, our team was responsible for maintaining the current codebase and developing new features. The project consisted of ten books, with each book having correlated "missions," which were small Flash/Flex games. Responsibilities included creating apps from wireframes until the final product.

  • Freshpair (Development)
    http://www.freshpair.com/

    An inherited custom-engine-based PHP project. Responsibilities included updating the old, unmanaged codebase, moving toward PHP 5, adding SEO-friendly URLs, and rewriting categorization structures.

  • Answerology (Development)
    http://www.answerology.com/

    A .NET based app that aims to provide users with an easy and fast way of exchanging knowledge. Part of the task included making sure the current version was stable and fast while adding new extended features, like branded subdomains.

  • Vue Front End for Paperless (Development)
    https://github.com/LukaszSolo/paperless-vue

    An open-source, handmade Vue-based front end for Paperless (Django app). The app is released as a separate app that consumes Paperless API, thanks to which we can avoid changing the original codebase until the new front-end is fully functional. The app is built with Vue 2, Vuetify.js, and Vue-Router and follows an Agile approach of starting with a minimal product and building on top of it.

Skills

  • Languages

    Ruby, C#, PHP, SQL, Objective-C, Python, C++11, C++, JavaScript
  • Frameworks

    Unity, Ruby on Rails (RoR), Unity3D, Swagger, Vuetify.js, Cordova, React Native, Unreal Engine
  • Paradigms

    Rapid Prototyping, Agile Software Development, Test-driven Development (TDD)
  • Platforms

    Parse, iOS, Heroku, Linux
  • Other

    Minimum Viable Product (MVP), MVP Design, Prototyping, User Experience (UX), Game Development, Game Design, Motion Tracking, Object Detection, Kalman Filters, DeepStream Nvidia, Feature Detection, LiDAR, Computer Vision, Machine Learning, Artificial Intelligence (AI), ITAR, Thermography, Shaders
  • Libraries/APIs

    Vue.js 2, Node.js, jQuery, Dlib, OpenCV, SpriteKit
  • Storage

    Redis, MySQL
  • Tools

    Adobe Photoshop

Education

  • Masters degree in Information technology
    2002 - 2007
    Cracow University of Technology - Cracow, Poland

Certifications

  • Scrum Master
    APRIL 2011 - PRESENT
    Scrum Alliance

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