Dmitry Shtainer

Dmitry Shtainer

$60/hr
Technical Director, video game development
Reply rate:
-
Availability:
Hourly ($/hour)
Location:
Vancouver, Bc, Canada
Experience:
28 years
Dmitry Shtainer Head of Engineering, Technical Director, Architect, Lead SW EngineerLead Engineer Head of Engineering, Development DirectorSolution and Manager, Solution Architect, Aleja Ignacego Daszynskiego, 15A/1 31-537 Krakow Israel Poland 1355 41 AVE W Vancouver, BC V6M 1X4 Canada Mobile: - Email:-Linkedin: www.linkedin.com/in/dmitryshtainer Citizenship: Canadian, Israeli Objectives: Head of Engineering, Technical Director, Program Manager, Solution Architect in the game CTO, Head of Engineering, Technical Director, Development Director, Solution Architect, and development or related industry. SW Lead Engineer in the game development or related industry. Summary and Achievements: ● Experienced software engineer, architect, and manager in the game and game engine development area, have led large project teams through prototyping, implementation to product releases and support ● Led the development of multiple AAA video game titles to successful releases and publishment ● Built and grown-up high performing and committed technical teams ● Led the research and development (R&D) of new technologies to drive innovation and competitive advantage ● Successfully organized and managed workflows from group planning sessions through implementation in variety of technologies and capitalizing on competencies of technical and design teams ● Gathered and documented requirements, designed and developed applications using cutting edge technologies ● Analyzed systems, product requirements, budget, and built reliable products that met demanding specifications and deadlines, which led to successful project releases ● Established and organized game development processes for PC, consoles, cloud, and mobile devices in the companies and projects I led the development and release ● Successful communicated and established production pipelines and frameworks with third party companies ● Budgeted project software development processes in the companies ● Designed and led development of automated QA pipelines and frameworks across projects Industries: Game and Game Technology Development, Multimedia and Virtual Reality development, Massive Multiplayer games development. Mobile video games development. Technologies: UE4, UE5, Unity, CryEngine, AWS, Microsoft Azure,Google Kubernetes Engine, Cloud Networking. WORK EXPERIENCE - - Present 12.2024 MyWhoosh Technologies (https://www.mywhoosh.com/), UAE Position: Engineering Excellence - Program Manager Key Achievements: ● Established and overviewed engineering processes with respect to the deadlines, backend system, and product releases with new features. ● Defined and outlined the project technology stack and infrastructure ● Contributed to Software Strategy ● Defined and outlined the Game technology design and architecture with utilization of UE5 World Partition, Procedural Content Generation frameworks, and VSM. ● Organized and managed the engineering, QA, production teams communication pipeline and workflow to deliver the virtual cycling project verified and tested. ● Established and organized work and data flows between Game Play, Technology Core, Infrastructure and Backend, Art teams to develop and deliver the cycling highly multiplayer computer sport game and environment according to the specification, demands, and release dates - MyWhoosh. ● Leadershipped and managed the engineering teams to successfully port the project to Unreal Engine 5 technology. Projects: ● MyWhoosh virtual cycling system 03.2021 - 08.2021 MyWhoosh Technologies (https://www.mywhoosh.com/), UAE Position: Game Architect Key Achievements: ● Designed and architectured the software system and infrastructure of MyWhoosh product and development processes. ● Designed and architectured the product backend solution based on AWS services, utilized Google Kubernetes Engine. ● Defined technology stack of MyWhoosh multiplayer system to support a high number of connected users. ● Created and established the development roadmap and inter-department coordination system. ● Designed and proposed major technical game features architecture and interfaces utilizing Unreal 5 (Nanite, VSM, Lumen, World Partition) and AWS technologies, i.e extremely highnumber of presented players in one visibility area. ● Utilized AWS technology stack for the backend system Projects: ● MyWhoosh virtual cycling system 04.2019 - 03.2021 Playmagic Ltd, Sliema, Malta http://www.play-magic.net/ Position: Technical Director Key Achievements: ● Evaluated projects for technical design and implementation, analyzed technical risks for production. ● Developed engineering processes for multiple projects ● Provided technical leadership ● Individually contributed to the project development and releases. ● Designed and managed implementation and deployment of production pipelines and frameworks. ● Utilized Unreal Engine 5 Projects: FireBird (co-development with Sumo Digital) XIII Remake on PC, Xbox, PS4, and Google Stadia 04.2016 – 03.2019 Keywords Studios, St. Petersburg location https://www.keywordsstudios.com/en/ Position: Principal Technical Director Key Achievements: ● Established, organized, and managed engineering processes on multiple projects ● Evaluated upcoming projects from the technical standpoint, estimated technical risk, provided risk mitigation planning ● Contributed to projects development (core engine development and refactoring, rendering and graphics) ● Organized game and engine optimization processes and stages. Projects: Halo Infinite, Microsoft. - Asset database replication system design and implementation. Asset pre-cache system development. Spline based hair rendering. In-game playback framework. AI Flocks implementation. Rainbow Six Siege, Ubisoft. - Engine core co-development. PS4/Xbox 1 NetherRealm Studios. - Mortal Kombat X, Mortal Kombat 11. - Game port to UE4 and game co-development. Mobile platform. - NetherRealm Studios console engine core co-development. PS4/Xbox 1 DiRT, F1 Codemasters. - Economy system and tools development, splitscreen implementation. PS4/Xbox 1 Saints Row: The Third, Volition. - Porting the engine and game to PS4/Xbox 1, new rendering features implementation (GI, PBR). Technology: - Ubisoft Envil and Scimitar engine - Microsoft Halo Engine - Mortal Kombat UDK based engine. 03.2015 – 03.2016 Pixonic, Moscow, Russia https://warrobots.com/ https://pixonic.com/en Position: Technical Director Project: War Robots mobile game Technologies: Unity, Photon network solution. Jira, Github. Responsibilities: ● Technical leadership, management of a mobile multiplayer game development ● Technical risk analysis and project planning. ● Hands on programming and software design. ● Design and implementation of a mobile game program architecture. 08.2013 – 02.2015 Daybreak Game Company (former Sony Online Entertainment), San Diego, CA https://www.daybreakgames.com/home/ Position: Senior Software Engineer, Graphics Projects: EverQuest Next; EverQuest Landmark. Responsibilities: ● Rendering system development to support new features ● Voxel system and framework development for in-house MMO engine. ● LOD rendering system development, LOD smoothness. ● Game engine general development and maintaining. ● Memory and performance optimization. ● Work with artists, designers, and QA team. 08.2011 – 08.2013 GarageGames LLC, Las Vegas, NV 89128 Position: Technical Director Projects: Torque3D Game Engine Responsibilities: ● Overview technical side of Torque3D engine next gen version development ● Lead rendering and engine teams on the project. ● Design and develop latest generation of the Torque3D's rendering pipeline and framework. ● Technical risk analysis and project planning. 09.2009 – 08.2011 Monolith Production (WB Games), Kirkland, WA 98034 Position: Senior Software Engineer, Graphics Projects: Middle-earth: Shadow of Mordor (PC, XBox 360, PS3), Gotham City Imposters (PC, XBox 360, PS3) Responsibilities: ● Lithtech rendering engine development to support new tech features ● Rendering features and FX for the new title ● Deferred rendering for PS3 ● D3D11 integration and support 02.2009 – 09.2009 Unity Technology, Copenhagen, Denmark; Burnaby BC, Canada; Position: XBox 360 Lead Programmer Project: Unity Game Engine (Mac OS X, PC, XBox 360) Responsibilities: ● Unity game engine development for XBox360 platform ● Built-in engine profile system ● NURBS implementation in the engine ● Migrated fixed-function rendering API to shader based API in Unity Engine 01.2007 – 02.2009 Electronic Arts, Burnaby, Canada Position: Senior Software Engineer, Common Rendering Initiative Responsibilities: ● Company’s common rendering technology development (Tiburon RNA engine based) Parallel display list implementation ● Command buffer support Immutable state block support Job-based redundant state removal ● Job-based culling and sorting framework Platform specifics ● Asset management system development ● Material system with dynamic lighting support design and development ● Designed and developed parallel split screen shadow mappingfor SSX (Snowboarding) ● Designed and developed “light pre-pass” lighting system to support multiple dynamic lights in ● Integration the common rendering technology into the existing games (FN4, Tennis, FIFA, NHL, and NBA) ● Leading development team ● Support game teams ● Analysis, and risk assessment of the rendering pipeline architecture and asset management system ● Planning and scheduling of the technology development cycle and integration ● CRI Rendering Technology to replace RenderWare Graphics Xbox360, PS3, and Wii platforms. ● Asset management system – Structured Content Model and Browser. ● Integration with FIFA, NHL, and NBA ● Fight Night Round 4, Tennis 03.2003 – 01.2007 Crytek GmbH, Frankfurt, Germany Position: Research and Development Director Project: CryEngine II, Crysis Game Key achievements: ● Managed development of CryEngine II for PC (Windows XP, Windows Vista), Xbox 360 and PS3 platforms in the Engineering Department (3 teams, 20 people total). ● Planned and supervised Crysis DX10 Demo development for upcoming Microsoft CES event. ● Coordinate the engine development with Design, Art, AI and Game departments ● Supervise technical and personnel aspects of the development. ● Conduct research and explore new rendering technologies which could benefit the engine ● Identify and analyze trends in the computer graphics area; attend computer graphics conferences. ● Handle issues reported in a bug tracker system (analyzing a bug, finding responsible persons, tracking progress) ● Supervise profiling and optimization of the engine; issue recommendations on optimization for designers and artists ● Successfully managed Crysis E3 Demo development and release. ● Work closely with Microsoft and NVidia engineers on different aspects of DirectX SDK, Video Driver API, and video hardwareissues. ● Communicate with Publisher (EA) project progress, project schedule and deadlines. ● Manage troubleshooting for CryEngine licensees. ● Planned, supervised the development and release of CryEngine I Patch 2 and 3. ● Managed the development of “The Project” ATI Demo. ● Supervised C++ CryMOD SDK release. EDUCATION AND QUALIFICATIONS St. Petersburg State University Master of Science in Mathematics, Theoretical Cybernetic and Computer Science
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