Hi, I'm Kirill —
and this is my platform.
Go / C++ backend engineer with 6+ years of commercial experience in highload services, game backends, and engines. I specialise in distributed systems, networking (TCP/UDP, gRPC/Protobuf), and PostgreSQL optimisation. Teams from 2 to 50 people — from requirements and architecture through production metrics.

Stack and tools
Technologies I work with daily in commercial projects.
Go · Backend
C++ · Engine
AI · user
Commercial experience
2+ years
StrikerzSenior Golang Backend Engineer
Go backend for game highload. Reusable telemetry library: async publishing to a Data Warehouse via Kafka (Sarama), Protobuf events, Prometheus metrics. Optimised a Go service processing player data in PostgreSQL: p99 200 ms → ~120 ms. Kubernetes watcher for dedicated-server monitoring and auto-recovery on failures. Redis distributed locking (RedSync) for Twitch/KWS token refresh — external calls down by an order of magnitude.
0.8 years
PlayrixSenior C++ Engineer
In-house VSO engine (Homescapes, Gardenscapes, Fishdom): cross-platform framework and SDK, Unity-like Core Frontend, UI and alignment tooling. Font sync tools −23% render time. Fold-device support +11% QA efficiency. Bold/italic style rendering with baking for mobile.
1.7 years
Social QuantumGolang / C++ Engineer
Authoritative Go State Service for Unreal Engine clients: Protobuf entity-change events, server-side validation, versioning, ACK/REJECT reconciliation. Optimistic sync with rollback and full resync. Idempotent event processing: Redis-backed dedup + PostgreSQL persistence. Kafka pipeline via transactional outbox for analytics, projections, and anti-cheat.
1 year
Fieria GoldC++ Engineer
FPS/TPS multiplayer for PC, 20 players per map at 70–80 ms. AI pathfinding 140 ms → 10 ms via parallelisation. Behaviour tree for 50 units at 30–50 ms ping.
Open Source
DirectX 12 Engine
Open SourceRender engine from scratch: render loop, render graph, dynamic PSO, shader reflection. Post-processing, CSMs, normal mapping, SSAO. RenderDoc + Nsight: 150 → 240 FPS.
CPU Raytracer
Open SourceCPU-based ray tracing without graphics APIs. Sync/async tracers for reflections, refractions, and materials. BVH acceleration: 5× with 480 models in scene. Custom profiling tool.
Education and courses
Bachelor CS
Новосибирский государственный технический университет
Computer Science. Computer graphics · Desktop apps + WebSockets · Mathematical Analysis · Linear Algebra · GPU Multithreading.
C++/CUDA
C++ / CUDA Development
GPU parallel computing, CUDA kernel optimisations. Credentials ID: 7c2ed6e0c3ac48a1ba3cbf81a7da5153.
Algorithms
AlgoExpert
Algorithms and data structures, technical interview preparation. Credentials ID: AE-d6e55cd47c.