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