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Lukasz Soluch

Lukasz Soluch

Kuala Lumpur Federal Territory of Kuala Lumpur, Malaysia
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
  • MVP Design, 8 years
  • Prototyping, 7 years
  • Ruby on Rails (RoR), 6 years
  • C#, 5 years
  • Objective-C, 2 years
  • Unity3D, 2 years
  • Vue.js 2, 1 year
Kuala Lumpur Federal Territory of Kuala Lumpur, Malaysia
Preferred Environment
Mobile, Git
The most amazing...
...project I've done is to hack a Chinese WeMo switch knockoff, including their communication protocol, to control it from script instead of from an iOS-only app.
  • Engineering Consultant
    2014 - PRESENT
    Freelancer (Toptal)
    • Worked as a Toptal freelancer 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 task, and ensured proper tickets execution.
    • Provided feedback and expertise for a SplitForce team.
    Technologies: Ruby on Rails, Python, Objective-C, C#
  • Contracted Main Developer
    2013 - 2014
    • Created Unity's version of clients iOS library.
    • Replicated iOS languages behaviours using C# features.
    • Integrated testing framework while separating Unitys (untestable) core.
    • Provided support to Splitforce clients.
    • Simplified logic of integration for easier customer onboarding.
    Technologies: C#, Mono, Unity library
  • 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
    • Implemented art requirements from assets through final approval.
    • Rewrote core TableCell custom code because client couldn't legally accept open sourced solution.
    • Added logic for maintaing high sensitivity data and erasing it from running app on switch, network issues, etc.
    • Helped client take over code base by giving onsite training and help to clients dev team.
    • Upgraded memory footprints by improving caching data logics.
    Technologies: Objective-C
  • Full Stack Developer
    2007 - 2011
    • Maintained and extended exisiting custom-made PHP shopping platform.
    • Developed promotional games and applications for upcoming blockubsters with AS3/Flex technology.
    • Maintained, extended, and optimized Ruby on Rails social kids website.
    • Developed games in Flex for gaming/social platform.
    • Developed from spec to final product advanced reports seller/exchange platform.
    • Supported C#/.NET application for knowledge exchange.
    Technologies: Ruby on Rails, C#, PHP, AS3, Flex
  • React Native Books Prototype (Development)

    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.

  • 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.

  • 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.

  • 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.

  • 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 Wi-Fi/Bluetooth connections.

  • 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 simplicity and speed of the MVP.

  • 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.

  • 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.

  • 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.

  • 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.

  • EzeCastle for iPad (Development)

    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)

    As a part of the inherited project, our team was responsible for maintaining the current code base 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 mentioned apps from wireframes until the final product.

  • Freshpair (Development)

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

  • Answerology (Development)

    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 current the version was stable and fast, while adding new extended features, like branded subdomains.

  • Vue Front-end for Paperless (Development)

    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, Vue-Router and follows an Agile approach of starting with a minimal product and building on top of it.

  • Languages
    Ruby, C#, Python, PHP, Objective-C, SQL, JavaScript
  • Frameworks
    Unity3D, Unity, Ruby on Rails (RoR), Vuetify.js, Machine Learning, React Native, Unreal Engine
  • Paradigms
    Agile Software Development, Rapid Prototyping, Test-driven Development (TDD)
  • Other
    Prototyping, MVP Design, MVPs, Artificial Intelligence (AI)
  • Libraries/APIs
    Vue.js 2, Node.js, jQuery, SpriteKit, Dlib, OpenCV
  • Platforms
    iOS, Linux
  • Storage
  • Tools
    Adobe Photoshop
  • Masters degree in Information technology
    2002 - 2007
    Cracow University of Technology - Cracow, Poland
  • Scrum Master
    APRIL 2011 - PRESENT
    Scrum Alliance
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