Lukasz Soluch, Python, React, and VR Developer in Warsaw, Poland
Lukasz Soluch

Python, React, and VR Developer in Warsaw, Poland

Member since November 14, 2013
Lukasz is an engineer with data science and full-stack experience. He can operate in helping train the latest neural models while guiding your front and back-end teams and has an excellent ability to work in teams ranging from small, agile teams to big, top-down organizations. He doesn't shy from working with virtual or augmented reality projects too.
Lukasz is now available for hire


  • Remote Clients
    C#, Objective-C, Python, Ruby on Rails (RoR), Ruby, React Native, AWS...
  • CVEDIA PTE. Ltd.
    JetBrains Rider, Shaders, ICE, DirectX, C++, Unity, Computer Vision...
  • SplitForce
    Unity, Mono, C#, Game Development, Test-driven Development (TDD)...



Warsaw, Poland



Preferred Environment

Machine Learning, Artificial Intelligence (AI), AWS Certified Solution Architect, User Experience (UX), Git, Augmented Reality (AR)

The most amazing...

...project I worked on was an AWS back end, where I helped optimize the costs by a factor of 10 and pushed the underutilized features of AWS.


  • Software Consultant

    2014 - PRESENT
    Remote 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 and 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.
    • Developed cross-platform applications using Swift, Kotlin, and React Native to compare platform performances vs. costs of native applications.
    Technologies: C#, Objective-C, Python, Ruby on Rails (RoR), Ruby, React Native, AWS, AWS Lambda, Node.js, AWS Certified Solution Architect, Object Detection, Test-driven Development (TDD), MySQL, User Experience (UX), OpenCV, Git, MVP Design, Rapid Prototyping, OCR, Virtual Reality (VR), SQL
  • Unity and Data Science Engineer

    2018 - 2021
    CVEDIA PTE. Ltd.
    • Helped train and optimize neural networks for highly specialized purposes.
    • Defined and developed the back-end technology responsible for communication between the systems.
    • Developed custom plugins for NVIDIA DeepStream and GST pipeline, optimized the tools for the Xavier platform.
    • Developed new LiDAR 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. Helped the team to understand issues with data and training.
    • Communicated with the customers and helped manage the developers team to deliver the required product and new features on time.
    • Measured and optimized the performance of massive assets used to generate realistic environments.
    Technologies: JetBrains Rider, Shaders, ICE, DirectX, C++, Unity, Computer Vision, Feature Detection, LiDAR, Dlib, ITAR, Artificial Intelligence (AI), Object Detection, Test-driven Development (TDD), Game Design, C++11, User Experience (UX), OpenCV, Java, Git, MVP Design, DeepStream Nvidia, Rapid Prototyping, Jetson Nano, TensorRT, Thermography, OCR, SQL
  • Main Contract Developer

    2013 - 2014
    • 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 on an ongoing basis.
    • Simplified the logic of the integration for easier customer onboarding.
    Technologies: Unity, Mono, C#, Game Development, Test-driven Development (TDD), User Experience (UX), Git, MVP Design, Rapid Prototyping, SQL
  • Software Developer

    2012 - 2013
    Happylatte (former Exoweb)
    • Managed and mentored the team of developers, artists, and testers through the pipeline of delivering new requirements, while keeping focus on maintaining cross-cultural work environment.
    • Implemented an AssetBundles resource manager for prioritized assets delivery.
    • Created internal versions for Android and iOS, helping run company-wide release tests.
    • Pushed towards dropping UnityScript and focusing on one language development.
    • Added CrashReporter from HockeyApp for iOS builds.
    Technologies: Java, Objective-C, Python, UnityScript, C#, Redis, Unity, Test-driven Development (TDD), MySQL, Game Design, User Experience (UX), Git, MVP Design, Rapid Prototyping, SpriteKit, SQL
  • Software Developer

    2011 - 2012
    • 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, Redis, Test-driven Development (TDD), MySQL, Game Design, User Experience (UX), Git, MVP Design, SpriteKit, SQL
  • Full-stack Developer

    2007 - 2011
    • 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: Flex, AS3, PHP, C#, Ruby on Rails (RoR), Test-driven Development (TDD), MySQL, Game Design, User Experience (UX), Git, MVP Design, SpriteKit, SQL


  • Toptal Client

    A React and React Native set of applications with the Lambda back end. I joined in revamping their approach to using computer vision for better data processing. I developed a new approach to text recognition that used domain knowledge to improve the speed of recognition by 10x, cut the Lambda costs by ten due to better memory management, and reworked the flow of the app in React Native to better leverage the new approach. I also added new services for better data processing, ensuring it did not affect existing vital pieces of infrastructure. I also developed native mobile MVP applications to consume Apple Vision and Google ML Kit, which helped drive the business decision of the direction of the next version of the mobile React Native app. For the ongoing work, I used Python for quick vision research, allowing us to iterate quickly.

  • VR Hardware Project for Toptal Customer

    I worked on a VR project used in optometrist offices, with medical approval from the FDA.
    My tasks included:
    • Simulate eye testing equipment using Pico G2 4K and Neo2 devices.
    • Implement a custom streaming solution using Azure and highly compressed textures, allowing doctors live monitoring of patient performance and potential issues.
    • Refactor legacy codebase to the newest Unity version and simplify architecture to allow for faster project iterations.
    • Design features to allow usage in high-latency, low-throughout rural offices with bad connectivity while prioritizing patient experience.
    • Introduce better remote working practices and better code practices, modern CSV workflows, and test coverage that helped lower a number of issues introduced in the new features.

  • CVedia

    I joined the team as a Unity developer to help with synthetic data generation that is used for training highly specializes neural networks. Over the course of employment, I helped with both data generation that helped train the network which was both vastly faster, and getting better results than non-synthetic networks trained only on manually labeled data. I've also helped with edge deployment, helping create pipelines and plugins for Xavier devices, contributing to workflow and performance improvement.

  • Leapfrog

    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 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 user-facing features like redesigning UI, implementing 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.

  • Web App for Animal Diet Management

    As part of the animal maintenance, I helped create a React app that helps animal owners to track their animals' diets. The app required a specialized display of graphs and proper UX to handle an abundance of information.

  • React Native Books Prototype

    I built a sample React Native application that can read JSON files with notes from the books. The goal of the application is to show 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.

  • Undisclosed Unity 3D Mobile Game

    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

    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

    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.

  • Web-based MVP for Solitaire Style Card Game

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

    As a developer, I helped the client define the MVP, what is good for 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 to validate the movements and a replay feature that allowed steps back and forth in the gameplay. The communication with the clients happened over secure WebSockets, discouraging tampering and cheating. For additional safety, the server sends only relevant data without the full stack of the game.

  • Home Open

    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.

  • Hiding in Plain Sight

    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

    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.

  • Fish Guide

    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.

  • StopProof

    I worked as a Toptal contractor and helped the client go from the initial idea of a web service to a fully working MVP shown to potential customers. After the initial feedback, I provided the client with a native iOS application that could provide a better UX. The technologies used included Ruby on Rails 4 with a bootstrapped layout for clean UI, mobile-first design, 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

    Responsible for maintaining the game server as part of the live team to ensure a smooth user experience. I monitored and tracked issues and responded to ongoing issues 24h a day. I debugged issues with database queries and designed better features and communication protocols between the mobile game and the back end. I also ensured cheating attempts were caught, monitored, and resolved.

  • EzeCastle for iPad

    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

    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

    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

    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

    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.


  • Languages

    Ruby, C#, Python, PHP, SQL, Objective-C, C++11, C++, Java, Kotlin, Swift
  • Frameworks

    React Native, Unity, Ruby on Rails (RoR)
  • Libraries/APIs

    React, Node.js, Amazon Rekognition, DirectX, Dlib, OpenCV, SpriteKit
  • Paradigms

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

    AWS Lambda, Azure, Mobile, iOS
  • Other

    Computer Vision, Xavier, Minimum Viable Product (MVP), MVP Design, Artificial Intelligence (AI), Prototyping, User Experience (UX), Game Development, Game Design, Motion Tracking, Object Detection, Kalman Filtering, DeepStream Nvidia, Feature Detection, LiDAR, AWS, Augmented Reality (AR), AWS Certified Solution Architect, Jetson Nano, Machine Learning, OCR, ICE, TensorRT, ITAR, Thermography, Shaders, Modeling, Strategic Planning, Decision Modeling, Mobile Vision, Virtual Reality (VR), Video Streaming, IT Project Management, Hardware, Neural Networks, Deep Neural Networks, UX, Back-end, Networks, Peer-to-peer Networking, Data Scraping
  • Tools

    Amazon SQS, Git, JetBrains Rider
  • Storage

    Redis, MySQL, Elasticsearch


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


  • AWS Certified Solutions Architect
    Amazon Web Services
  • Model Thinking
    University of Michigan | via Coursera
  • Scrum Master
    APRIL 2011 - PRESENT
    Scrum Alliance

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