Summary
Software Engineer with 4 years of professional experience building production systems, internal tooling, and data-driven architectures at a global AAA game studio (Ubisoft), across internationally distributed teams. Strong foundation in OOP, systems design, concurrency, and memory/multithreading management on large-scale C++/C# codebases. Experienced across backend development, AI-assisted systems, and game technology, with a focus on solving complex engineering problems and building reliable software.
Professional Experience
Junior Gameplay Programmer | Ubisoft România
July 2022 – May 2026
Worked on systems and internal tooling supporting the Assassin's Creed franchise's production pipelines, across internationally distributed teams (Ubisoft Quebec, Montreal), within an Agile process (sprint and milestone tracking via Jira).
- Core Architecture & Concurrency: Audited a legacy framework and drove an extended migration effort toward a modular, data-driven architecture, addressing asynchronous serialization risks in a high-throughput production environment.
- Internal Tooling: Designed and developed internal desktop tools and data-driven utilities (C++/C#) to stabilize system behavior and support production workflows.
- Systems Engineering: Worked on low-level systems with a focus on memory management, multithreading, and risk mitigation in coordination with technical leadership; validated changes through personal testing and QA/DevTest collaboration during code review, prior to submission.
- Delivery: Credited on multiple shipped Assassin’s Creed titles (Assassin’s Creed Shadows, Assassin’s Creed Black Flag Resynced) through contributions to shared internal systems and tooling; supported Assassin’s Creed Hexe on a short feature (Pressure Plates).
- I wrote about these four years in more depth — the RankInfo migration, the week I shipped Pressure Plates on Assassin’s Creed Hexe, and what that taught me about how I work best. It’s also an honest look at how much of the pivot to backend was actually my own choice versus circumstance, and why gaming hasn’t stopped mattering to me because of it. Read the full story →
Education
Bachelor of Science in Computer Science
Petroleum-Gas University of Ploiești | Graduated: May 2021
Coursework included Algorithms & Data Structures, Networking, Operating Systems, Software Engineering, Web Development (PHP), and Artificial Intelligence, among others.
Technical Skills
Languages
C++, C#, Python, Bash, SQL (MySQL)
Software Design
OOP, Design Patterns, Data Structures, Algorithms, Data-driven Systems, REST APIs
Systems Programming
Memory Management, Multithreading, Async Programming
Tools & Environments
Git, Docker, CI/CD
Languages
Romanian
Native
English
Advanced
Personal Projects
Sovereign AI Nexus (self-hosted AI chat + artifact platform)
August 2026A small, self-hosted FastAPI + PostgreSQL + React platform for AI-assisted chat and generated artifacts — built incrementally, no metered API costs.
Everything below predates the years at Ubisoft — see Four Years at Ubisoft for what happened in between.
EvoAgents (bachelor's thesis)
October 2021AI framework using behavior trees for NPC decision-making — an action-adventure game with procedurally generated terrain, built as a bachelor's thesis.
InfoTest (university project)
October 2021HackerRank-style code evaluation platform — Python-based evaluator, Laravel/PHP/MySQL backend, Dockerized. Applied, academic-scope SQL/backend experience.
GrilaTV (university project, Databases & DBMS course)
February 2020Relational database design and normalization for a TV-guide domain, redocumented across two semester iterations, Dockerized deployment. Applied, academic-scope schema-design experience.