Software engineer

Daniil T.

Software developer with 8+ years of experience. I enjoy challenging tasks, creating new solutions, and reimagining existing ones.

Production work across several fields, freelance engagements, and many personal experiments have helped me adapt quickly and choose tools around the problem.

Interests

DevOps

Researching Docker, Podman, Kubernetes, Terraform, Kafka, and other modern tools in self-hosted environments, with a focus on reliable systems.

System design

Designing reliable systems with clear boundaries, deliberate service communication, and room to evolve.

Web

Modern frameworks chosen around project needs, with attention to performance, compatibility, accessibility, and maintainable interfaces.

Game development

Extensive production and personal-project experience across all aspects of game development, from gameplay and tools to technical art; 3D Modeling as a hobby.

Graphics

Rendering, shaders, VFX, 3D workflows, and practical pipelines that connect engineering with visual craft.

AI

Careful use of AI where its work remains scoped, observable, testable, and reviewable, while exploring new ways to integrate it into software and workflows.

02 / Portfolio

A rendered Mult.dev travel animation showing a globe and a route to Buenos Aires
01 / Mult.dev View details ↗

Trip video renderer

A commercial trip-video renderer built and supported end to end by its solo developer, used by influencers to turn journeys into shareable videos.

Themes and features, profiling and optimization, a WebSocket render API, multiple encoders, hardware adaptations, shaders, and case-specific rendering.

  • Unity
  • C#
  • Shaders
  • WebSocket
  • Video
A rendered Mult.dev travel animation showing a globe and a route to Buenos Aires

Mult.dev

Trip video renderer

A commercial trip-video renderer built and supported end to end by its solo developer, used by influencers to turn journeys into shareable videos.

What I worked on

  • Implemented the renderer from its first version and supported it end to end as the sole developer responsible for the rendering application.
  • Built different visual themes and product features for a commercial service used by influencers to turn trip data into videos.
  • Designed a WebSocket API for video requests and integrated multiple encoders, including hardware-specific optimizations and adaptations.
  • Profiled and optimized CPU and GPU workloads and wrote substantial shader code, including custom case-specific shadows and sorting shaders.

Result

A production renderer that powered a commercial product popular with influencers and remained supportable across visual styles, encoders, and hardware.

  • Unity
  • C#
  • Shaders
  • WebSocket
  • Video
The light monitoring dashboard showing host metrics, configurable charts, and a Compose projects table
02 / Pet project View details ↗

Monitoring system

A custom, configurable dashboard focused on Compose projects, with an adaptive layout, near-zero idle CPU use, and a sub-20 MB memory footprint.

One compact Rust process with an embedded SolidJS UI, SQLite history, automatic project discovery, and responsive light and dark views.

  • Rust
  • SolidJS
  • SQLite
  • Podman
  • Axum
The light monitoring dashboard showing host metrics, configurable charts, and a Compose projects table

Pet project

Monitoring system

A custom, configurable dashboard focused on Compose projects, with an adaptive layout, near-zero idle CPU use, and a sub-20 MB memory footprint.

What I worked on

  • Designed a custom dashboard with adaptive desktop and mobile layouts, light and dark themes, and configurable project, time-range, refresh, and chart controls.
  • Grouped automatically discovered rootless Podman metrics around Compose projects, with host totals, project history, and focused service views.
  • Kept the Rust service near zero CPU at idle and below 20 MB of steady memory while retaining SQLite history, OIDC access, and restore-tested backups.

Result

A deployed day-to-day monitoring dashboard that stays lightweight while making Compose-project health and resource use immediately readable.

  • Rust
  • SolidJS
  • SQLite
  • Podman
  • Axum
A light task-based management board for coding agents with backlog, implementation, review, and completed work
03 / Pet project · dev tool View details ↗

Agents task-based management

A project-scoped task board where planning, implementation, and review can each launch an AI coding agent into an isolated worktree.

Rust control plane and MCP server, React interface, branch continuity, task comments, attachments, and live agent state.

  • Rust
  • React
  • TypeScript
  • SQLite
  • MCP
A light task-based management board for coding agents with backlog, implementation, review, and completed work

Pet project · dev tool

Agents task-based management

A project-scoped task board where planning, implementation, and review can each launch an AI coding agent into an isolated worktree.

What I worked on

  • Modelled planning, implementation, and review as explicit task stages with live agent state.
  • Connected agent runs to isolated worktrees while preserving branch and task continuity.
  • Added comments, attachments, and MCP access so people and agents can leave durable context on the task itself.

Result

A working dogfood system used to coordinate real development tasks instead of a presentation-only mockup.

  • Rust
  • React
  • TypeScript
  • SQLite
  • MCP
04 / Self-hosted lab View details ↗

Self-hosted lab

A production-like home environment for identity-aware services, private networking, monitoring, collaboration, and recovery practice.

Rootless containers, shared OIDC, Caddy ingress, encrypted backups, restore drills, and automatic reboot recovery.

  • Linux
  • Podman
  • Caddy
  • OIDC
  • Networking

Self-hosted lab

Self-hosted lab

A production-like home environment for identity-aware services, private networking, monitoring, collaboration, and recovery practice.

What I worked on

  • Deployed identity-aware services behind a shared ingress while keeping application data and credentials isolated.
  • Built rootless-container recovery, health checks, backup automation, and repeated restore drills around the host.
  • Connected private networking, monitoring, collaboration tools, and game services into one maintainable environment.

Result

A working self-hosted environment used daily, with authenticated access and recovery procedures tested against real service state.

Hosted services

  • Pocket ID PlusPass
  • UkiYou ID
  • NetBird
  • Gitea
  • Vaultwarden
  • AFFiNE
  • Custom monitoring
  • Grafana
  • Prometheus
  • Loki
  • Alloy
  • Networking Toolbox
  • Memos
  • n8n
  • Transmute
  • Personal Page
  • Whiteboard
  • Pi Package Finder
  • Playify
  • Minecraft
  • Caddy ingress
  • Linux
  • Podman
  • Caddy
  • OIDC
  • Networking
The Pi package finder introduction with its search field and local index status
05 / Pet project · dev tool View details ↗

Alternative Pi package finder

A local-first catalog for Pi extensions, skills, prompts, and themes with explainable rankings and deliberately bounded npm risk reports.

React search interface, localhost Node API, SQLite catalog, ingestion scheduler, comparisons, and guarded installation flows.

  • TypeScript
  • React
  • SQLite
  • Pi
The Pi package finder introduction with its search field and local index status

Pet project · dev tool

Alternative Pi package finder

A local-first catalog for Pi extensions, skills, prompts, and themes with explainable rankings and deliberately bounded npm risk reports.

What I worked on

  • Built a transparent discovery index and ranking model for Pi packages rather than relying on opaque ordering.
  • Added package reports, side-by-side comparison, dependency metadata, and a deliberately limited npm advisory view.
  • Implemented localhost web, CLI, ingestion, and guarded exact-version installation paths over a shared SQLite catalog.

Result

A working local finder backed by more than 5,000 indexed packages, with responsive search during scheduled catalog updates.

  • TypeScript
  • React
  • SQLite
  • Pi
The running Whiteboard editor with its drawing toolbar and empty infinite canvas
06 / Pet project · dev tool View details ↗

Whiteboard

An independent infinite-canvas editor with a Rust/WASM core, a SolidJS interface, local-first behavior, and authenticated persistence.

Canvas rendering, versioned documents, shapes, text, bindings, history, offline use, OIDC sessions, and PostgreSQL storage.

  • Rust
  • SolidJS
  • TypeScript
  • Postgres
The running Whiteboard editor with its drawing toolbar and empty infinite canvas

Pet project · dev tool

Whiteboard

An independent infinite-canvas editor with a Rust/WASM core, a SolidJS interface, local-first behavior, and authenticated persistence.

What I worked on

  • Designed a Rust-owned document, geometry, command, history, and serialization core compiled to WebAssembly.
  • Built the SolidJS and Canvas interface for drawing, text, transforms, styles, bindings, board previews, and offline recovery.
  • Added OIDC authentication, owner-scoped PostgreSQL documents, idempotent saves, encrypted backups, and restore-tested deployment operations.

Result

A privately deployed editor with working local-first creation, authenticated persistence, version migrations, and tested backup recovery.

  • Rust
  • SolidJS
  • TypeScript
  • Postgres
Isometric Exile Survival gameplay with characters beside a workshop
07 / Pride Games Studio View details ↗

Exile Survival

A mid-core action survival game for mobile devices.

Game logic, gameplay systems, the tutorial, UI screens, profiling, and production support.

  • Unity
  • C#
  • Gameplay
  • UI
Isometric Exile Survival gameplay with characters beside a workshop

Pride Games Studio

Exile Survival

A mid-core action survival game for mobile devices.

What I worked on

  • Implemented game logic and player-facing gameplay systems in Unity.
  • Built the tutorial and UI screens and supported profiling and production fixes.
  • Worked within an existing mid-core mobile product and its live development constraints.

Result

Shipped work in a released mobile action-survival game that remains available on Google Play.

  • Unity
  • C#
  • Gameplay
  • UI
Google Play ↗
Three production screens from a mobile road-clearing game with cars and crowds of zombies
08 / Green Button Games View details ↗

Zombie Land Rush

Developed with the team from an early medieval shield-runner prototype through release.

Gameplay, UI, VFX libraries, optimized crowds, Addressables, and other Unity systems; plus several studio prototypes.

  • Unity
  • C#
  • Gameplay
  • UI
Three production screens from a mobile road-clearing game with cars and crowds of zombies

Green Button Games

Zombie Land Rush

Developed with the team from an early medieval shield-runner prototype through release.

What I worked on

  • Developed the project with the team from an early medieval shield-runner prototype through release.
  • Built gameplay, UI, reusable VFX libraries, optimized crowd systems, and Addressables-based content flows.
  • Contributed to several other studio prototypes alongside the released game.

Result

A released mobile game developed through a substantial change in theme and production direction.

  • Unity
  • C#
  • Gameplay
  • UI

Other work

Animated turquoise energy effect around a floating sphere
  • VFX
Collection of stylized materials, environments, furniture, and character studies
  • 3D
Collection of stylized 3D props including weapons, a chest, cart, fence, and trough
  • 3D
Colored real-time light interacting with a sprite-based character
  • VFX
  • Code
Runtime character appearance randomization across two stylized character sets
  • 3D
Small animation and pixel drawing tools running in editor interfaces
  • Code
Small character navigating obstacles with physical jumps
  • Code
Procedural ear and eye motion details on a stylized creature
  • Code
  • 3D
Character moving a sword with two-axis touch controls
  • Code
Unity editor showing a custom bone rig attached to a vehicle
  • Code
Collection of colorful hand-painted low-poly magic gems
  • 3D
Procedurally varied stylized standing stones and small rocks
  • 3D
Top-down low-poly car driving around a dark race track
  • Code
Gameplay prototypes for map navigation, item collection, plants, and character controls
  • Code
Cars Game procedural reservoir runtime test with terrain, rocks, and debug metrics
  • Code
Gameplay systems for equipment switching, circular health display, and weapons
  • Code
Low-poly runtime prototype testing linked physics bodies and controls
  • Code
Black-and-white stylized character holding a question-mark staff
  • 3D
Experimental game prototype switching between top-down and close third-person views
  • Code

Devices configuration management

Experimental

Cross-OS configuration management from a high-level TOML model, compiling device intent into deterministic, inspectable system candidates with portable rollback records.

  • Rust
  • TOML
  • NixOS
  • Home Manager

Pocket ID PlusPass

Experimental fork

A narrow upstream-friendly fork that requires a password after a valid passkey for normal login and fresh reauthentication.

  • Go
  • SvelteKit
  • OIDC
  • SQLite

03 / Background

few years

Mult.dev

Software engineer · Unity video rendering

Built rendering, animation, tooling, and reliability work for automated travel-map videos.

few months

Room Planner

Software developer · product work

A short product-development engagement on a room-planning application.

few months

Pride Games Studio

Unity developer · gameplay and product

Game logic, client/server systems, tutorials, UI, profiling, and production support for Exile Survival.

around a year

Green Button Games

Unity developer · gameplay and tools

Gameplay, UI, VFX libraries, optimized crowds, Addressables, production work on Zombie Land Rush, and several studio prototypes.

04 / Contacts

Available for freelance and full-time work.

I am looking for freelance or full-time work in product engineering, systems, developer tools, Rust, web, infrastructure, and gamedev.