Oleg Istomin

Software Engineer at Paradox Interactive
  • Claim this Profile
Online Presence
Contact Information
Location
SE

Topline Score

Bio

Generated by
Topline AI

0

/5.0
/ Based on 0 ratings
  • (0)
  • (0)
  • (0)
  • (0)
  • (0)

Filter reviews by:

No reviews to display There are currently no reviews available.

0

/5.0
/ Based on 0 ratings
  • (0)
  • (0)
  • (0)
  • (0)
  • (0)

Filter reviews by:

No reviews to display There are currently no reviews available.
You need to have a working account to view this content. Click here to join now

Experience

    • Sweden
    • Computer Games
    • 300 - 400 Employee
    • Software Engineer
      • Oct 2020 - Present
    • Russian Federation
    • Computer and Network Security
    • 200 - 300 Employee
    • Lead Software Engineer
      • Oct 2016 - Present

      Leading development of instant messenger for ViPNet Networks: architecturing and implementing core functionality (used by UI native applications on platforms Win, MacOs, Android and IOs) in C++ using libraries: protobuf, ZMQ, ODB, litesql, boost::asio, webrtc (native API), writing unit tests using gtest, writing autotests with python and QtWebDriver, writing build system (running on teamcity) with CMAKE, python, ant/ivy, troubleshooting and bug hunting on Win, Mac and Android, writing wiki documentations and drawing UMLs and management of a small team of engineers. {C++ 17, python, stl, boost, protobuf, zmq, odb, litesql, webrtc, cmake, ant/ivy} Show less

    • Lead Software Engineer
      • Jun 2014 - Jul 2016

      Architectured and led development of military shooting simulator. This simulator was able to play 3d battle scene on 6x2 meters screen and tackle shoot events from up to 10 imitators of different fire arms: managed team of 8 engineers, developed 3d scene net control protocol, customized Unigine, developed essential 3d math algorithms. created some GUI with QT. { C++ 11, qt, stl, unigine, cmake } Architectured and led development of military shooting simulator. This simulator was able to play 3d battle scene on 6x2 meters screen and tackle shoot events from up to 10 imitators of different fire arms: managed team of 8 engineers, developed 3d scene net control protocol, customized Unigine, developed essential 3d math algorithms. created some GUI with QT. { C++ 11, qt, stl, unigine, cmake }

    • Switzerland
    • Software Development
    • 700 & Above Employee
    • Software Engineer
      • Feb 2010 - May 2014

      Firstly worked in "maintenance" team. We supported “Acronis True Image Home” and “Acronis Backup & Recovery” products by fixing bugs on released versions. There was a lot of debugging: by logs, by crash and hung dumps and remote debugging on user machine. Then worked for 2 years in "Acronis True Image Home" product team: bugfixing, refactoring, writing unit-tests, writing business logic in C++ and some UI with QT. Firstly worked in "maintenance" team. We supported “Acronis True Image Home” and “Acronis Backup & Recovery” products by fixing bugs on released versions. There was a lot of debugging: by logs, by crash and hung dumps and remote debugging on user machine. Then worked for 2 years in "Acronis True Image Home" product team: bugfixing, refactoring, writing unit-tests, writing business logic in C++ and some UI with QT.

    • Switzerland
    • Strategic Management Services
    • 1 - 100 Employee
    • Software Engineer
      • Nov 2007 - Feb 2010

      Participated in development of software for embedded systems (based on VxWorks and Linux). Those systems were used in AV-receivers. I developed client softwares for internet radio services: "Napster" and "Sirius" in C++. Participated in development of software for embedded systems (based on VxWorks and Linux). Those systems were used in AV-receivers. I developed client softwares for internet radio services: "Napster" and "Sirius" in C++.

    • South Africa
    • Software Engineer
      • May 2005 - Oct 2007

      Worked in "PT Boats" game team. It was AAA game for Windows only platform. Wrote game mechanics, parts charged in objects serialization/deserialization, animation, AI, physics (PhysX engine) and instruments in C++. Also wrote some game scripts in Python and did some DirectX shader optimizations. Worked in "PT Boats" game team. It was AAA game for Windows only platform. Wrote game mechanics, parts charged in objects serialization/deserialization, animation, AI, physics (PhysX engine) and instruments in C++. Also wrote some game scripts in Python and did some DirectX shader optimizations.

Education

  • Moscow Aviation Institute (National Research University)
    Bachelor of Engineering - BE, Mechanical Engineering
    1998 - 2005

Community

You need to have a working account to view this content. Click here to join now