Stanislav Pugach Email and Phone Number
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With over two decades of software engineering experience, I possess a robust analytical aptitude and a broad spectrum of technical expertise. Specializing in backend development for over ten years, I have a demonstrated history in architecting and implementing large, scalable systems. My career spans projects of diverse magnitudes and lifecycle stages. Known for effectively resolving ambiguities and fostering productive cross-functional collaborations, I naturally prioritize security, privacy and internationalization in my approach.
Oracle
View- Website:
- oracle.com
- Employees:
- 202102
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Oracle -
Founding Principal Software EngineerHousing.Cloud Oct 2022 - PresentNew York, Ny, UsActively engaged in developing a pioneering next-generation student housing solution, leveraging a full-stack platform (NextJS) complemented by a cutting-edge serverless backend architecture. -
Software Engineer (L5)Meta Oct 2021 - Jul 2022Menlo Park, Ca, UsContributed to Project Nazare (AR glasses), focusing on developing sophisticated media-handling applications. Employed a diverse technology stack, ranging from Flutter to React Native to Objective C, to bring UX designers' vision to life. Interacted cross-team and cross-function extensively. -
Principal Java Software EngineerElectronic Arts (Ea) Jul 2020 - Sep 2021Redwood City, Ca, UsSpearheaded backend development for the social dimensions of EA’s gaming ecosystem. Architected and built the Presence system, tracking the online status of players and facilitating the exchange of relevant information, serving upwards of 1 million concurrent online players. -
Senior Software EngineerSnap Inc. Jul 2018 - Mar 2020Santa Monica, California, UsWorked on the server side (Java, GAE, AWS), with occasional small projects in the Android client application. Main areas of contribution included registration and friending. Reworked the username generation module, raising acceptance rate by 150%. Optimised the registration endpoint, lowering the latency by 30-50%. Reworked and migrated one of the friending modules to a different cloud platform, getting savings in operating costs of more than $1M a year. Developed a component in the friend suggestion pipeline, improving friending rates for new users by 20% on average, and more than doubling it in some markets. As a cross-team reach, supported the localization team and facilitated rollouts of 20+ new languages -
Mts 1 Software Engineer (Senior)Ebay Apr 2016 - Jul 2018San Jose, Ca, UsCo-created a brand new full-stack NodeJS publisher portal for Ebay Partner Network, Ebay's affiliate program. Developed architecture and project structure for large multicomponent systems processing sensitive data. Created a high-speed, high-volume distributed traffic processing system utilising industry's best practices. Co-authored multiple patent applications. Led several cross-team initiatives for improving tools and infrastructure. Worked as part of global teams, coordinating efforts with developers and internal customers across the globe. -
Sr Software Development EngineerPoint Inside Apr 2014 - Jan 2016Bellevue, Washington, UsSpearheaded a small team in creating a product-search relevance measurement framework, to be used in regular quality control and pre-release testing of new features. Developed code for automated scraping of the in-house search engine as well as partner and competitor search engines. Interfaced with Amazon Mechanical Turk, using crowdsourcing for search relevance assessment. Maintained community contact with Mechanical Turk workers, addressing concerns and resolving issues. Created Pig and Hive scripts for large-scale log processing. Used accumulated data to provide diverse analytical reports requested by other departments. Designed, drove, and developed features in the web service layer components, from prototyping to production deployment, improving end-user experience at in-store search and navigation. Worked on Solr plugins used as part of the in-house product search engine. -
Software Development Engineer IiMicrosoft Corporation Apr 2011 - Apr 2014Redmond, Washington, UsWorked on local content and relevance measurement, providing quality metrics for Local Vertical’s pipeline and data. Developed scrapers for automated acquisition of local answers for queries on Bing, Google, Google Maps, and Yandex. Maintained and updated old scraper code to reflect the latest changes in the output of the search engines. Developed a plugin-based scoring system; the system used external plugin assemblies and allowed partially trusted partner code by using .NET sandboxing. Participated in the development of the system for perceived duplicate entity rate measurement for local data, using UHRS human-judgment system. Maintained and updated the duplicate measurement system for 12 months until it was passed over to another team; provided support for the transfer. Developed metric reports using SQL Server Reporting Services. Developed scripts for generation of query sets for UHRS judge qualification and spam detection, using WWF workflows. -
Senior ProgrammerNival Network Feb 2009 - Dec 2010Worked on several international AAA PC game titles: Most notable being Prime World, a MOBA-style game (in credits), as well as some unannounced titles. Participated in the development of the game asset editor used to manage the XML game asset DB and binary art assets. Developed key components for the art asset pipeline, providing one-click 3D and 2D art asset import from Maya/Photoshop sources into the game’s internal binary format. Developed a versioning plugin for the editor, providing user-friendly change commit solution for the art assets and accompanying game data. Worked on the map editing component of the game editor, developing and enhancing features for terrain modification, automated terrain generation, automated object placement. Developed the time- and state-synchronization component of the game’s main P2P game mode, using server-based clock and potential game state recovery on disconnect or desynchronization. Developed a distributed testing harness for automated concurrent regression and performance testing of several copies of the game on several machines, using .NET’s RPC and object replication capabilities. Worked closely with designers and artists to rapidly prototype a number of gameplay mechanics using the Unity engine. Participated in interviewing potential candidates. -
Assistant ProfessorAnkara University May 2007 - Feb 2009Ankara, Çankaya, TrTaught applied mathematics and computer science courses to BSc and MSc students. Subjects: Programming languages (C, C++, SQL, HTML, XML, JavaScript, PHP, Perl), Computational methods, Operating system concepts, Database systems, Web development. Designed course lecture plans and prepared lecture slide decks. Prepared lab assignments. Wrote midterm and term final exam tasks. Graded exams and student projects. Mentored students in their course projects and final year projects. Prepared project proposals with budgets. Interacted with industrial contacts about collaborative projects (medical visualization, weather modeling and visualization). -
Senior ProgrammerNival Interactive Dec 2003 - Apr 2007Participated in development of several international AAA PC game titles: Blitzkrieg 2 (in credits), Heroes of Might and Magic 5 (in credits), unannounced projects. Worked on key AI components for various gameplay concepts, unit behavior, unit abilities, game object construction. Developed UI and UX features for main gameplay process and supplementary UIs. Worked on the art/design asset pipeline and the game asset editor. Designed the computer player concept and work logic. Interacted with artists and designers to capture requirements for implementation as code features. Developed a P2P time-synchronization system for the multiplayer game mode from scratch and rewrote all of legacy multiplayer components. Developed the client-side components, from logic to UI, for random and tournament matchmaking. Monitored and debugged game engine synchronization issues; developed a semi-automated system for tracking/debugging of synchronization issues. Adapted the multiplayer components for use in a different project. Used and maintained publisher-provided client-side matchmaking components to ensure reliable connection and utilization of the publisher’s matchmaking/community services. Responsible for integration and use of third-party copy-protection software (StarForce, SecuROM) during the product release process. Profiled and optimized game code (game logic, UI, network). Was acting team lead for a programming team of 10+ developers for two months during release stretch, providing workload distribution and feature prioritization. Was team lead for the game patching project of 3-5 developers after the product release, facilitating development and release of several game patches, including major bug fix and new features.
Stanislav Pugach Skills
Stanislav Pugach Education Details
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De Montfort UniversityComputer Science -
Lomonosov Moscow State University (Msu)Computer Science
Frequently Asked Questions about Stanislav Pugach
What company does Stanislav Pugach work for?
Stanislav Pugach works for Oracle
What is Stanislav Pugach's role at the current company?
Stanislav Pugach's current role is Bringing Over Two Decades of Software Engineering Expertise to Next-Gen Solutions.
What is Stanislav Pugach's email address?
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What is Stanislav Pugach's direct phone number?
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What schools did Stanislav Pugach attend?
Stanislav Pugach attended De Montfort University, Lomonosov Moscow State University (Msu).
What skills is Stanislav Pugach known for?
Stanislav Pugach has skills like Game Development, Software Development, C#, C++, Multithreading, Visual Studio, Software Engineering, Algorithms, Computer Games, Video Games, Distributed Systems, Perforce.
Who are Stanislav Pugach's colleagues?
Stanislav Pugach's colleagues are Amarjeet Singh, Shainy Dsouza, Pandurang Deshmukh, Nikhil Verma, Joseph Kain, Mark Sharma, Kirti Verma.
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