Dmitri Zhuravlenko Email and Phone Number
With a solid foundation in computer science and a passion for innovation, I offer a distinctive blend of technical expertise and entrepreneurial drive. My expertise spans a wide spectrum, encompassing software engineering, big data solutions, and blockchain development, with a proven track record of driving innovation and growth across diverse domains.Diplomatic, proactive, and resilient to stress, I advocate for agile methodologies, prioritizing business profitability, customer satisfaction, and team well-being in all endeavors.Skills/Technologies/Tools I use:— architecture and technical landscape development;— web, mobile and embedded solutions;— agile methodology (Scrum, UserStories), avoiding orthodox thinking;— team management (hiring, mentoring, fostering);— blockchains (Graphene, BitShares, Hyperledger Iroha, Sawtooth, Fabric);— cloud solutions and orchestration (GCP, Docker, Kubernetes, Helm, Terraform);— Data processing (BigQuery, PostgreSQL, Spark);— game development.Sport— Krav Maga (martial arts),— horse riding,— diving.
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Head Of EngineeringФскBuenos Aires Province, Argentina -
Technical LeadSchooly. Jul 2024 - Present -
Head Of EngineeringФск Mar 2020 - Oct 2024The project is aimed to automate business processes in the buildings construction industry using BIM (Building Information Model) framework.My responsibilities include:— developing overall architecture of the solution;— hiring, managing and motivating engineering team (web, mobile, backend, DBA, DevOps);— researching on technologies to boost product development effectiveness;— collaborating with stakeholders, product owner, project managers, system analysts to gather requirements, plan product roadmap.During the intercourse of two years managed to:— hire a top-notch internal (core) software engineering team;— hire and setup workflows in four outsource teams (as product experiences explosive growth);— gain expertise in construction;— setup product delivery processes;— successfully launch an ecosystem of six products, five more are in the development (https://g-tec.ru/demo);— achieve 30-90% cost savings on processes where our products are integrated;— gather three customers, the major players in the construction industry.Technologies/tools/approaches stack:— Java, Tomcat, Hibernate;— clean code, TDD;— agile, user stories;— Docker, Kubernetes, Terraform, Helm, Yandex Cloud;— microservice architecture;— git-flow;— CI/CD;— React, TypeScript, Node.js;— PostgreSQL, Neo4j;— Spark/GraphX.In Q4 2021 the product presentation on the Autodesk University 2021 won me the Speaker Award (https://events-platform.autodesk.com/event/autodesk-university-2021/planning/UGxhbm5pbmdfNjcwMDg2). -
CtoLighthouse Blockchain Technology Gmbh Nov 2017 - May 2020Frankfurt, Hesse, DeDeveloping a block-chain project with price stable cryptocurrency (https://usdx.cash).Within the team we maintain principles of— short iterations, constant value delivery;— clean code, concise documentation;— test-driven development;— horizontal hierarchy.These principles helped us to build a streamlined and predictable development process always aimed on business and customer satisfaction, but preserving friendly and healthy relations within the team, driving their performance and creativity.Technologies/tools/approaches stack:— Java, Tomcat, Hibernate;— clean code, TDD;— agile, user stories;— Docker, Kubernetes, Google Cloud, Helm;— microservice architecture;— git-flow;— CI/CD;— ReactNative, TypeScript, Mobx;— BitShares, Hyperledger Fabric.We grew our product from MVP to fully-functional payment solution with over 60k customers (and counting). Lots of non-trivial challenges were solved, including:— designing sophisticated mathematical models and algorithms for smart-contracts;— refactoring monolith solution into scalable microservices;— tuning mobile wallet UI/UX according to community feedback;— setting up a fault-tolerant infrastructure;— refining DevOps and support processes;— application performance monitoring;— heuristics algorithms to detect and ban cheaters and spammers;— security risks mitigation;— integrations with crypto exchanges and payment gateways. -
CtoArchitech Nyc May 2015 - Oct 2017I started as an iOS developer, then was promoted to Lead iOS developer, then to Lead Architect and finally I become a CTO.During almost 3 years we developed a bunch of projects for logistic, fintech, education, BP management, etc. When I came at 2015 it was a several month old department, with couple of developers but without any infrastructure, process or standards. I started everything from the scratch: evaluated developers and cleared some space, built a team of professionals, including iOS devs, QA, PM, support, DevOps, frontend and backend engineers.With the team we— established clean code standards and practices;— introduced agile;— built reliable IT infrastructure;— created a trustful communication environment for geographically distributed teams.We mastered a lot of various tools, techniques and frameworks, including:— platforms: iOS, Android, Web;— arch.patterns: MVC, MVVM, VIPER, FLUX, DI, IoC;— unit testing: Expecta, JUnit, Mocha, Jest, OCMock;— logs, crashlogs: Crashlytics, Sentry, Stackdriver;— monitoring: Zabbix, Proteus;— backend: Tomcat, Strongloop, Swagger;— frontend: React.js, ReactNative, Cordova, Angular, MobX;— CI/CD: Gitlab CI, Teamcity, fastlane; — deployment: AWS, GCD, Docker, Kubernetes;— approaches: microservice architecture, declarative client-server contracts;— database: MySQL, Mongo, ElasticSearch.As a result we were able to successfully deliver products for:— a big financial corporation;— platform for logistics industry;— highly successful project for educational sphere;— platform for eco-energy integrator;— crowdsourcing platform.My responsibilities included, but was not limited to:— resource and project management;— collaboration with customers;— maintaining a communication and development standards, as well as team motivation.
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CtoRequest.Ru (Ex.Playstorm) May 2014 - Jun 2015I was offered a position of CTO in the really challenging project that stand on the edge of hardware and art.It started from a prototype for "Escape The Room" quest, a real-life adventure game that I build from the ground up.Using gained experience I was able to:— design a software and hardware architecture;— build experience in hardware development, enough to talk same language with hardware engineers;— form an awesome team;— develop a server side solution to manage quest logic.Then it come to actual work, in the team we— established way to use agile practices in hardware and art development (crazy, huh?);— built clear communication environment based on trust, friendliness, and mutual assistance between teams of engineers, artists, game and level designers, property-mans, fitters — everything to gain the most of the team creativity and performance;— introduced early releases;— developed UI to allow quest manager to control every bit of quest logic and player experience, to increase players satisfaction;— participated in numerous brainstorm meetings with game designers to help them map their imagination to the rules of the physical world.From the technical perspective we — invented a way to make unit testing of hardware endpoints on development and deployment stages;— maintained code standards and code review practices throughout all stages of development process;— integrated all-new method for remote firmware upgrade of game devices, tremendously improving deployment and maintenance processes;— introduced object oriented approach for microcontroller code, improving developers efficiency;— developed sound control software.A lot of things developed during this project was a know-how for Escape The Room world. System allowed for rapid game logic updates, full control of game flow, emergency protocols to satisfy players even if some hardware parts become inoperable. Even competitors noted our technical design advantages.
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CtoPlaystorm Oct 2013 - Jun 2015Here I began as a Unity3d developer, having no experience with this SDK. Was able to built good skills in Unity3d game development from the ground up. Then I was promoted to the role of Lead Developer, then to the CTO.What I did there:— developed 3D tycoon fantasy game, introducing MVVM architectural approach, IoC and Command design patterns, this allowed to dramatically simplify code structure, parallelize team work, gain good test coverage and improve overall development process quality;— prototyped several other games;— built CI/CD pipeline from the scratch, using TeamCity;— recruited and coached several new developers;— managed to find and evaluate some outsource teams, to parallelize development and achieve business goals;— built communication framework with outsource teams (CI/CD pipelines, documentation practices, infrastructure automation);— built and maintained development process standards (code style guidelines, architectural practices).Technology stack:— Unity3d;— StrangeIoC, Daikon Forge.
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Cto, Mobile Dep.Pixonic Feb 2012 - Sep 2013Limassol, Cyprus, Cy— working closely with game designers to gather game mechanics requirements and map it on technical limitations of mobile platforms;— working with game analytics team, determining ways to improve game mechanics to build better user retention and ROI;— researching tools and technologies that could improve development process or bring any other value for the product;— building streamlined and clutter free communication environment between the development team, art/design team, analytics, game designers, stakeholders;— coaching the team on applying agile practices to build predictable and effective development process;— taking part in architecture and communication protocol design;— working with remote teams (stand-ups, planning, task assignment, coordinating);— building and maintaining IT infrastructure (CI/CD servers, code repositories, game servers);— routine automation.Achievements:— introduced agile methodology, namely UserStories;— implemented continuous integration for all projects fostering team efficiency;— developed successful communication practices for remote teams; — automated game assets building pipelines, to expel human factor;— PixAPI analytics library were developed and integrated to all projects, to improve game analytics experience and efficiency;— GoogleBreakpad for Android was integrated, to enhance game quality and stability;— deployed Dwarves' Tale game http://pixonic.com/games/41;— deployed SoccerTactics game https://itunes.apple.com/us/app/soccer-tactics/id593874823?mt=8;— Robinson game (https://itunes.apple.com/us/app/robinson-for-iphone/id475778545) was rewritten almost from the scratch to increase stability and performance, which resulted in players satisfaction and increased profitability. -
CtoOsmo Games May 2011 - Feb 2012— working closely with game designers to gather game mechanics requirements and map it on technical limitations of mobile platforms;— writing and maintaining documentation to achieve streamlined and clutter free communication environment;— coaching the team on applying agile practices to build predictable and effective development process;— building and maintaining IT infrastructure (including CI/C servers, code repositories, game servers, mail, wiki, etc);— routine automation.Achievements:— introduced agile methodology, continuous integration;— successfully deployed "Yes, Master!" game with AAA class art (http://itunes.apple.com/ru/app/yes-master!/id474700352?mt=8).
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Ios DeveloperCinesoft Sep 2009 - Apr 2011Santa Monica, Ca, UsDeveloped iOS app for Cerebro, a project management tool for VFX industry.Responsibilities:— UI/UX design and implementation;— application architecture design and implementation.Achievements:— successfully published Cerebro app for iOS;— ported cross-platform libraries (Win, Linux, Mac OS X) for iOS;— maintained iOS UI/UX guidelines best practices;— improved iOS development skills;— used to work as iOS developer coach at RealTime school in a spare time;— published a WordDrive iOS game as an outsource side project (http://wordrive.com). -
CtoIps Pirates Jan 2009 - Aug 2009Responsibilities:— working closely with the customers to identify product requirements;— providing team with technical specifications based on gathered requirements;— making product roadmap, estimating costs, task assessment;— code review, maintaining code guidelines, development best practices;— driving the development team to successful feature deployment;— taking part in architecture and communication protocol design.Achievements:— introduced time tracking, document flow, communication framework to achieve more structured and predictable development process;— developed project management skills, were able to successfully maintain up to six projects simultaneously;— evaluated several project management approaches, to choose most effective for the team.Projects I was involved in:— Kommersant (news app for Kommersant publishing house);— iRights! (hand-book with information about government ministries, departments, legal documents);— FTBL (client app for soccer gambling service).
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Ios DeveloperIps Pirates Aug 2008 - Jan 2009Responsibilities:— design project architecture;— developing iOS applications;— managing team of two developers.Achievements:— built expertise in iOS SDK, Mac OS X;— developed team work skills.Was involved in projects for PIK Group, Kommersant publishing house.
Dmitri Zhuravlenko Education Details
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Russian University Of HumanitiesMathematics And Computer Science
Frequently Asked Questions about Dmitri Zhuravlenko
What company does Dmitri Zhuravlenko work for?
Dmitri Zhuravlenko works for Фск
What is Dmitri Zhuravlenko's role at the current company?
Dmitri Zhuravlenko's current role is Head Of Engineering.
What schools did Dmitri Zhuravlenko attend?
Dmitri Zhuravlenko attended Russian University Of Humanities.
Who are Dmitri Zhuravlenko's colleagues?
Dmitri Zhuravlenko's colleagues are Максим Курагин, Zakaria Musalaev, Andrej Dark, Oleg Lapko, Igor Bychkov, Наталья Баженова, Alexey Lysak.
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