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.

GO · BACKENDC++ · 6 YEARSHIGHLOAD · DISTRIBUTEDAI · AS USERSiberia → Tbilisi
Kirill Valitskiy
Senior · Go · Backend
Kirill Valitskiy
Go Backend Engineer · Strikerz / IT Abyss
6+years
commercial experience
4
companies · senior roles
2
open source engines
50+
people in largest team
01 — Skills

Stack and tools

Technologies I work with daily in commercial projects.

Go · Backend

4 years
GolanggRPCProtobufKafkaRedisPostgreSQLKubernetesHelmGCPGrafanaPrometheusTCP/UDP

C++ · Engine

6+ years
C++14/17/20STLBoostCMakeUnreal EngineDirectX 12RenderDocNsightImGuiASANMultithreadingLinux/POSIX
🧠

AI · user

2+ years
LLMClaude CodeCodexGPTGeminiCursorAI AgentsPrompt Engineering
02 — Experience

Commercial experience

2024
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.

2023
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.

2021
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.

2020
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.

03 — Projects

Open Source

04 — Education

Education and courses

NSTU
Bachelor CS

Новосибирский государственный технический университет

Computer Science. Computer graphics · Desktop apps + WebSockets · Mathematical Analysis · Linear Algebra · GPU Multithreading.

Курс
C++/CUDA

C++ / CUDA Development

GPU parallel computing, CUDA kernel optimisations. Credentials ID: 7c2ed6e0c3ac48a1ba3cbf81a7da5153.

Курс
Algorithms

AlgoExpert

Algorithms and data structures, technical interview preparation. Credentials ID: AE-d6e55cd47c.

05 — Find me

Where to find me