About me / CV

Anton Pendiur
Kyiv, Ukraine
cell: +38-063-157-87-73
mail: antonetalon@gmail.com
skype: antonappolon
web: pendiur.com
linkedin: anton-pendiur
fb: anton.etalon
github: antonetalon

Summary – Tech lead

  • †††CTO at FriendsGamesIncubator, written tool for creating hyper- and casual games fast
  • Major participation in award-winning cross-platform MMO strategy Astrolords.ru W3Schools
  • Major participation and innovative AR solutions for multiplayer shooter RiftersAR W3Schools
  • Competitive programming: 1st place at Going Hyper 2019, 1st place at The Game Hackathon (spring 2013) from Nravo & Unity – here is a Unity’s blog entry about this. Top 1% at Google AI challenge (Fall 2010, Planetwars)
  • Speaker at GamesGathering 2019 W3Schools(AR+multiplayer lecture)
  • Speaker at Crypto Games Conference 2019 (AR/VR Gaming discussion panel)
  • Judge at GameDev Open Cup Odessa 2019
  • Developed art-AR performance for ParadeFest2019 W3Schools
  • 8+ years of mobile and desktop Game Development
  • 4 years of Project & People Management: teams 5-8 people
  • Languages: C#, JavaScript, Objective C, Cg, ActionScript3 etc
  • Dev Tools: Unity3D, Playfab, XCode, Playfab, GameSparks, Photon, VisualStudio, MonoDevelop, git, svn etc
  • Unity certified developer (certification lookup link)
  • Databases: SQL, MongoDB
  • Methodologies: Agile, Scrum, Waterfall
  • Management Tools: Jira, BitBucket, Redmine, Trello
  • Platforms: Windows, MacOS, iOS, Android
  • Hobby interests in computer vision – made realtime body&ball tracking W3Schools and hand tracking for kinect W3Schools

Professional Experience

FriendsGamesIncubator – gamedev product company, writing numerous hyper- and casual games

CTO                                 July 2019 – present

  • Designed and implemented FriendsGamesTools – a tool for creating hyper- and casual games fast. It automates all repeatable tasks, developer just makes a few clicks to complete one of 60+ tasks such as: ads integration, player data migration across versions, adding analytics, auto configuring IAP on multiple stores, etc.
  • Managed multiple small teams in the incubator. Also mentoring their development and increasing their skills.
  • Ensured that no work is done twice. If at least two teams were up to similar task, I always created a FriendsGamesTools module for that.

Omnigames   – gamedev product company, main product: RiftersAR augmented reality multiplayer shooter (RiftersAR)

Senior developer (full-stack)                                                  February 2018 – April 2019

  • Invented and created technological solution for AR multiplayer synchronization and friends inviting (see video how it works, and article about whats “under the hood”)
  • Created realtime multiplayer library with predictions/rollbacks/determinism that answers latest industry standards. (see article about it)
  • Created development pipeline tool “Mobs forge” that allows adding new enemies to the game in one click. Does lots of automatic raw resources processing and codegeneration. Developer than needs only to customize enemy.
  • Made architecture for client-server structure using Unity+Playfab. Made sure that developers who create features for game dont even need to remember that server exists. Still multiplayer battles, tournaments, server authoritativeness exist.
  • Faced every AR-specific problem in project. Made own AR-diagnostic tools, own ground-recognition algorithm on top of what ARKit and ARCore proposed.
  • Made some enemies
  • Made some visual effects (particles, shaders)

Aratog  (Aratog.com)   – gamedev product company, main product: MMO Astrolords: Oort Cloud (astrolords.ru)

Tech lead of the client team                                                  July 2013 – February 2017

  • Receiving project after a year of development by previous team (everybody fired) in devastated state and delivered project release in nearly 8 month. Saving game from cancelling and even got to Selected Projects nominee on Game Connection Europe 2013.
  • Fixed 5000+ bugs total with my team (Redmine stats), 3000+ by myself during 3 years
  • Refactored game with 250k+ lines of code.
  • Led a team of 8 software engineers and artists.
  • Made a full-scale MMO-game client “thick” by implementing game logic on a client and reducing required bandwidth 99% or more.
  • Made realtime online PvP battle (6v6 max) that turned to cybersport among players and other battles where players won real money
  • Developed and supported MMO strategy game with 200k+ players total, 30k MAU, 3k DAU.
  • After game went mobile, managed to run rich graphics for that times on iPad2 (therefore game won Best Art” in Indie Game Cup at White Nights 2015), totally reimplemented 100+ UI windows.
  • Integrated the game to 10+ platforms, including Steam, IOS, Android, Cafe Bazaar(Iranian store), and many others (such as GameXP)
  • Understanding game from all sides, foresaw technical problems and made sure requested features don’t hurt performance, memory usage, network or other limitations.
  • Designed and created highly configurable architecture(based on Json config) (company still creates content updates and even game-mechanics updates, totally different tutorials for A/B-testing)

Patriotic games – outsourcing gamedev company from  Kyiv.

CTO                                                                                       January 2012 – June 2013

Part-time remote developer                                             June 2013 – September 2017

  • As a CTO lead a team of 5 software engineers and artists, some of delivered projects:
  • “Don’t kill the squirrel”(mobile), “XGalaxy” – RTS for web (including ton of effects, pathfinding, pathtracking etc), “Assault of the racer” – racing PvP. Other casual games as Flock Da Sheep, Angry bombs etc)
  • Fair golf simulation library for indoor golf.

Other

Started career by creating and selling MadArrow flash game by myself in 2012. Made neural network AI for a desktop game (Stone Age by Bernd Brunnhofer) as a hobby development.

Education

National Technical University KPI, master’s degree in Computer Science      September 2006 – May 2012