Eugene Tchoukhrov

Senior Software Engineer at Amazon Games
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Contact Information
us****@****om
(386) 825-5501
Location
San Diego, California, United States, US
Languages
  • Russian Native or bilingual proficiency
  • English Native or bilingual proficiency

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Experience

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Senior Software Engineer
      • Feb 2022 - Present

  • VICO Game Studio LLC
    • San Diego, California
    • CEO & Software Architect
      • May 2013 - Present

      At Vico Game Studio, I lead the design and development of the VICO Dynamics soft-body physics library and UE4 plugin which evolved from a simulated wrestling arena ropes system to a general purpose, high performance multi-threaded cross-platform soft-body simulation library for games and applications. I direct the development and release of CHIKARA: Action Arcade Wrestling game as a two-person core team with contributions from ten sub-contractors from start to release, gaining understanding of project management and development of numerous sub-systems such as a robust move/animation systems with callbacks, branchpoints, and logic events ensuring 60fps target on all platforms. A few notable accomplishments in this role include:  Orchestrated complex projects by planning, gathering requirements, testing, launching, documenting/reporting, and analyzing final performance to determine corrective actions.  Researched initial algorithms, then refined and optimized without any third-party dependencies, simulating chains of particles, ropes, cables, cloth, and volume-preserving soft-body support. Expertise turning algorithm white papers into effective working code.  VICO Dynamics utilized in several released games including Train Simulator series, Deliver Us the Moon, a WIP title by Warner Brothers, a Rocksteady Games WIP title, and CHIKARA: Action Arcade Wrestling; worked with Xbox One, PS4,Nintendo Switch, MacOS, Android, and Linux.  Wrote simulation code for SIMD of x86 (SSE3/4) and ARM(NEON); multi-threaded for maximum performance; developed data-driven UI and gameplay with rules and events governed by data tables, allowing quick iteration.  Developed robust and extensive customization/creation system requiring three new systems: game creation system, creation suite, and creation server – a Laravel php REST server built from scratch utilizing MySQL. Show less

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Principal Engineer
      • Feb 2021 - Feb 2022

    • United States
    • Software Development
    • 1 - 100 Employee
    • Software Architect & Consultant
      • Mar 2018 - Feb 2021

      In this position, I serve as the subject matter expert and consultant for post-release support of a proprietary project. I lead research and development and implementation of general-purpose animation retargeting library. I utilized Cmake, cross platform C++, Google’s Protobuffers, and SIMD. I also create a production-ready solution to exceed customer expectations with seamless integration with UE4. Some selected achievements in this position include:  Designed and created UE4 targeted plugin to interface with Astra library/service allowing client to assemble purchased characters from instructions retrieved from cloud; ported existing Unity plugin to UE4.  Tested across all clients after adding new code; researched and implemented engine-specific solutions and approaches to have feature parity with Unity version. Show less

    • United States
    • Technology, Information and Internet
    • 1 - 100 Employee
    • Software Architect
      • Jun 2018 - Aug 2018

      In this position, I architected efficient and reusable systems to drive complex applications with an eye toward intuitive usability and feel. I was a visible technical leader, mentoring and coaching other engineers. I identified, debugged, and fixed defects in production code, test code, and infrastructure. I also derived systemic problematic patterns and efficiently addressed them. Some key accomplishments:  Designed and implemented online multiplayer with AWS GameLift support and server deployment as well as world synchronization and avatar replication.  Allowed one client to load in a sub-design/sketch and have it replicated properly with accompanying assets optionally stored in AWS S3.  Utilized GitHub for source control and gained experience in HTC Vive. Show less

  • SculptrVR
    • San Diego, CA
    • Lead UE4 Architect | Senior Programmer | Lead Programmer
      • Nov 2015 - May 2016

      In these consecutive roles at SculptrVR, I designed and implemented optimizations for UE4, Octree Voxel, dynamic component system, online multiplayer with world synchronization, and dynamic world loading. I collaborated with cross-discipline feature teams. I also owned features and systems through the full development lifecycle. I supported dynamic scaling in online multiplayer environment as well as improvements allowing single and bulk undo/redo to Voxel engine via transaction system. A few selected achievements include:  Created asynchronous Voxel engine ensuring zero hitches with 90 Hz refresh rate with four simultaneous sculptors.  Employed HTC Vive prototype and pre-release kit, PS4 devkit, PSVR/Morpheus, and Oculus DK2.  Led programming for multiple projects on SculptrVR with extensive porting, delivering successful products and clean VR user experience Show less

    • Computer Games
    • 1 - 100 Employee
    • Lead Programmer
      • Apr 2015 - Oct 2015

      Lead Programmer on the ODIN Tracker project management plugin for UE4 o Reached out to by Binary Sword Pty Ltd to R&D a prototype and initial implementation of Jira integration into UE4. o Cross-platform library was created to interface with Jira via REST Protocol and a plugin on UE4’s end for engine-specific integration and UI. o C++ language was utilized in this project o Source control via GitFlow o https://odintracker.io/ o https://forums.unrealengine.com/unreal-engine/marketplace/78496-odin-tracker-plugin Show less

  • Action937
    • San Diego, California
    • Lead Programmer
      • Aug 2010 - Sep 2011

      Lead Programmer on the Action Arcade Wrestling 2 video game for XBLIG o Microsoft XNA was the utilized software with C# as the primary language o Sole contributor from the first line of code to release and post-release updates. o Only game at the time to feature exporting/importing of creations via a “workaround”, a feature I developed and implemented, which allowed players to share their creations on forums and import and export designs to XBOX via flash drives o Source control via SVN o https://www.youtube.com/watch?v=7LFHkQTznOI – some footage of the finished game Show less

Education

  • Grossmont College
    Associate of Science (A.S.), Computer Software Engineering
    2010 - 2012

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