Sergey Dvoynikov - Resume
Foreword
I am 40 years old, married, have a daughter, and currently living in Novi Sad, Serbia. I am looking for a
local/remote job or relocation opportunities.
I have been programming since 2004 (professionally since 2007) and have a broad background across various technology
stacks. I have experience in team leadership, project management, and software architecture. I have worked on
numerous projects from scratch to release and beyond, both independently and as a member (and leader) of a team.
I have maintained and improved legacy codebases, as well as designed new architecture solutions. I am a team player, a fast
learner, and can quickly adapt to new technologies. I am always seeking new challenges and opportunities to grow.
Education
- Linguistic and Humanities Lyceum
- College of law and economics. (2001-2005) Software of computer technics and
automatic systems (B.Sc. in Computer Science)
- Chelyabinsk State Pedagogical University. (2005-2011) Teacher of informatics and
manager (M.S. in Pedagogy and Education)
Experience (short)
- I-jet (2007—2010). Programming cellphone and PC games (Java, j2me, c++, directX, torque engine, svn)
- Eva Studio (2011). Programming iOS games (Objective-c)
- Applied Technologies (2011—2018). Developed enterprise software for IBM, Reltio, Rocket Software as a
senior/lead developer and a project lead.
(java, javascript, node.js, react, objective-c, git, databases)
- Oroboro Games / FLAZM (2008—2024). Programming games for PC/mobile/web as the CTO of an indie studio
(Unity, c#, 2d/3d, shaders, golang, multiplayer, git)
- Microsoft (2025—present). Working as a senior software engineer on the Azure team
(c++, c#, database engine, distributed systems, fault-tolerant technology, cloud)
Languages
- Russian (native)
- English (reading/writing/speaking freely)
Contacts & links
Experience (long)
| Technology\Year |
`05 |
`06 |
`07 |
`08 |
`09 |
`10 |
`11 |
`12 |
`13 |
`14 |
`15 |
`16 |
`17 |
`18 |
`19 |
`20 |
`21 |
`22 |
`23 |
`24 |
`25 |
`26 |
| C / C++ |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Rendering |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Java |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Flash / Actionscript |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Python + Django |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Javascript + TS |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Node.js |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| React |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Go |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Unity3D |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| C# |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
C / C++
- 2005-2008
Learned programming concepts and honed skills, working on creating games and game engines.
- 2011
Spent some time programming in Objective-C for iPads.
- 2023-2024 As part of developing my own scripting language
“Nar”, I wrote its virtual machine in plain C.
- 2025-2026 Working on the database engine for Microsoft Azure, writing code in C++.
Rendering
- 2005-2007
While building a game engine, learned OpenGL (version 2) and DirectX (versions 7 and 9), diving into the
rendering pipeline and shaders.
- 2022
Learned the Vulkan API and wrote a simple renderer using it.
- 2023
Experimented with different rendering techniques, writing a game engine using WebGPU.
Java
- 2008-2009
Developed multiplayer(!) games for cellphones using J2ME and Java 1.3 for backend.
- 2010-2014
Worked on a large outsourced project for IBM, developing an Eclipse-based application in Java 5 designed for
building dashboards for database analytics.
Flash / Actionscript (RIP)
- 2011-2013
Experimented with Flash and ActionScript to create games, releasing a couple on ArmorGames and Kongregate.
Python + Django
- 2013-2014
Learned Python and Django while working on personal projects, developing small web-based applications.
Javascript + TypeScript, React, Node.js
- 2014-2016
Worked at a startup, leading a team of developers to build a web-based application using React (starting with
version 0.9) and TypeScript (starting with version 1.0). The project was a platform for building dashboards
(similar to a form builder) for analytics. I also worked on a few other web applications.
- 2017-2018
Developed several personal projects using the web stack, both front-end and back-end. One of these was a
collection of themes for JetBrains
IDEs generated online based on color palettes (now closed :( ).
Go
- 2014-2024
I'm very passionate about the Go language. I started using it with its early beta versions and now use it
wherever possible (and sometimes where it's not!). I’ve written many server-side services using Go, developed a
compiler for my scripting language “Nar” using pure go, and
experimented with creating games using the Ebiten engine and Vulkan bindings.
C# / Unity
- 2006-2024 Started using C# back in version 2 and have used it for many different purposes since.
- 2016-2024
Released three major PC games—Train
Valley,
Train Valley 2 and
Train Valley World—along with DLCs.
Worked on many prototypes and personal projects, diving deep into Unity3D and C#. I've worked extensively with
shaders, DOTS, Jobs, and Burst, developed custom terrains, built my own ECS systems, created a multiplayer
synchronization layer, wrote multithreaded code, and performed a lot of profiling and optimizations.
- 2025-2026 Working on the database engine for Microsoft Azure, writing support/testing code in C#.
Afterword
My passion is game engine development. I have been building my own game engines for a long time, experimenting with
different rendering techniques, physics, and networking, and trying out various approaches, techniques, and languages.
One of the most challenging tasks for me recently was developing a programming language. There is currently no
declarative functional scripting language, so I decided to make something like Lua, but with a Haskell approach. It
was a fascinating and challenging task, but in the end I designed the language and wrote a compiler (in Go), two
virtual machines (in C and Javascript), a wrapper for use in .Net (in C#), the main library of functions (in Nar
itself), a language server protocol implementation, and a plugin for integration into Visual Studio Code. To do this,
I had to apply many different technologies and study fundamental scientific works on how compilers work. The language
is fully functional, but not yet in a release state, as it still requires some polishing and documentation. All the
source code is available at github.com/orgs/nar-lang/repositories.
Later I reworked it to run on top of the Lua VM to benefit from its widely used ecosystem and libraries.
I keep up with modern trends and actively incorporate AI into my development workflow to speed up delivery and make
the resulting code more robust. I use AI-assisted tools for prototyping, code review, refactoring, and testing, while
keeping a critical eye on quality and correctness.
I have a strong desire to create something new and unique, and I am always looking for new challenges and
opportunities to grow.