- Since June 2024, I've been Senior Rust Engineer at hyperexponential, working on our main product—an untrusted code execution platform. My work centers on ensuring runtime isolation and memory safety for embedded python within a medium-large (~150k LOC) Rust codebase. Selected achievements:
- Implemented a zero-allocation, in-memory search functionality, using some of Rust's more advanced features like Interior Mutability and Generic Associated Types.
- Conducted an extensive research in the area of unprivileged ephemeral filesystem isolation.
- From November 2023 to August 2024, I served as CTO at PredictWatch, where we conducted research and produced software to deliver AI-powered Cognitive-Behavioral Therapy for addiction treatment. We failed due to lack of product-market fit.
- Researched and fine-tuned several pre-transformer ML models for behavior prediction tasks with limited training data and budget.
- Set up engineering standards for code quality, security, and system design, as well as CI/CD workflows and collaboration guidelines.
- Leadership
- Data Engineering
- RFC
- Security
- From 2021 to late 2023, I was VP of Engineering at Molecule One, where I helped shape the company's culture, set up lightweight processes, and contributed through RFCs and code reviews.
- Built and led a high-performing (and happy!) engineering and infrastructure teams, supporting professional growth (with two team members promoted to Team Lead), achieving a 100% retention rate over the course of 3.5 years.
- Designed and led the implementation of a next-generation chemical reaction drawing tool, from system architecture to user experience, featuring intelligent autocomplete and based on concepts such as playful experimentation and instant feedback.
- Played an important role in achieving the landmark partnership with CAS (American Chemical Society) through internal strategy meetings and in-person negotiations at CAS HQ.
- Leadership
- Mentoring
- RFC
- Rust
- From early 2019 to 2021, I’ve been Senior Software Engineer at Molecule One. As one of the first employees, I've helped to build state-of-the-art tools for retrosynthesis planning and scientific discovery automation based on our own AI research. We launched our first product at TechCrunch Disrupt SF, as the first ever startup from CEE to do so.
- I helped to build our in-house computational engine for chemistry (in Rust), able to generate tens of thousands of chemical compounds per minute.
- I was the lead developer of a novel, complex UI (JavaScript) allowing users to explore the space of possible synthesis pathways
- My work has become a part of two patent grants. [1, 2]
- In 2016-2018, I was a Lead Developer at Impact Mapper - a platform helping NGOs and donors track, visualizing and presenting the social change they're making
- I built and managed the development team, set up basic processes and work culture, and led infrastructure planning.
- Implemented a data visualization system that lets organizations build custom dashboards showing impact metrics across multiple territories and projects.
- JavaScript
- React
- Python
- Ruby on Rails
- AWS
- In 2015-2016, I worked as a Lead Front-end Developer on a project for the European Space Agency. In cooperation with the University of Poznan's Observatory, we developed interactive visualization tools for tracking Near-Earth Objects (planetoids, comets, and meteoroids) in 3D space using Keplerian orbital mechanics and actual observational data.
- Built real-time 3D visualization engine for rendering hundreds of orbital paths simultaneously, with time-based animation controls and interactive camera navigation.
- Implemented a JavaScript version of NASA’s original Fortran routines to compute Keplerian orbital elements, enabling precise trajectory predictions and rich visualizations.
- JavaScript
- React
- WebGL
- GLSL
- Three.js
- In 2016, I’ve self-started a small programming school - heycode, where I taught a group of people programming using open web technologies. I prepared my own materials. It was mostly a pro bono project.
- In 2015, I’ve been contracting as a Senior Software Engineer for an Internet of Things startup - samlabs. I’ve been primarily responsible for the Bluetooth connectivity layer.
- In 2014, I contracted as a Lead Creative Developer at Leo Burnett, a global advertising agency. I built interactive product pages, animations, and data visualizations.
- Created an animated promotional campaign based on flocking behavior ("boids"), achieving some recognition and awards.
- Developed a reusable template system for web-based, highly interactive presentations that streamlined the creation of promotional campaigns.
- JavaScript
- Animation
- Node.js
- In 2011-2012, I worked as a Game Developer/Researcher at Bigpoint GmbH, hired to evaluate the viability of JavaScript and HTML5 as a 2D game platform.
- I've benchmarked various rendering methods and game engine architectures and built small games as proofs of concepts.
- Built core libraries: scene graph, double buffering, anti-aliasing, font rendering, custom pixel filters & shaders, and sprite/transition animations
- JavaScript
- GFX programming
- Node.js
- Python
- In 2010-2011, I was a JavaScript Game Developer at Crytek GmbH, where I worked on HTML5 games and an online social network that hosted these games.
- I've helped build two 2D games that pushed browser rendering engines to their limits.
- Implemented a protobuf-based RPC protocol for exchanging events between the game client and server.
- Contributed to the partial, experimental reimplementation of CryEngine's rendering pipeline in JavaScript/WebGL.
- JavaScript
- Proc Animation
- Game Design
In addition, I've also worked or contracted as a Software Engineer and Game Developer for a number of startups, corporate clients and web agencies (Hoffman-La Roche, Amadeus, bluepaprica). I've built multiplayer games, e-commerce apps, and done a fair bit of mentoring.
My career began in 2007. I studied psychology and am a self-taught engineer.