I'm a versatile software developer with hands-on experience in various domains, including game development, systems programming, and mobile applications. I thrive on creating solutions that are both efficient and functional, and I'm deeply passionate about clean code and performance-aware design.

Ballai Fokt Jenő

I'm a versatile software developer with hands-on experience in various domains, including game development, systems programming, and mobile applications. I thrive on creating solutions that are both efficient and functional, and I'm deeply passionate about clean code and performance-aware design.

Available to hire

I’m a versatile software developer with hands-on experience in various domains, including game development, systems programming, and mobile applications. I thrive on creating solutions that are both efficient and functional, and I’m deeply passionate about clean code and performance-aware design.

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Experience Level

Expert
Expert
Expert
Expert
Expert

Language

Hungarian
Fluent
English
Advanced
Romanian, Moldavian, Moldovan
Intermediate

Work Experience

Automation Intern at Accenture
June 29, 2025 - August 31, 2025
SCADA System Developer — Internship at Accenture
June 1, 2025 - August 1, 2025
Developed an HVAC environment simulation in WinCC OA, modelled variable heat flow across multiple rooms, and improved simulation accuracy with insulation and open-window factors. Collaborated in an agile automation team to produce actionable energy reports.

Education

Bachelor in Informatics at UMFST
September 18, 2023 - July 22, 2026
B.Sc. Information Technology at UMFST George Emil Palade
January 1, 2023 - May 28, 2026

Qualifications

C++ Certificate
January 1, 2024 - May 28, 2026

Industry Experience

Software & Internet, Gaming
    paper Divine Harvest - Unity2D Game

    A solo-developed 2D Metroidvania built in Unity over roughly eight months, released on itch.io as a university final project.
    The thesis frames Divine Harvest as an end-to-end architecture problem: persistent world state, ability-gated progression, AI encounters, secure saves, input abstraction, and narrative branching all have to survive constant scene transitions.
    More on my website: https://www.twine.net/signin

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