I'm Vladislav Mikhailov, a tech lead and engineer with 15 years of experience in game development, simulation modeling, and R&D. I enjoy turning complex problems into robust, scalable software, with hands-on coding in C++, C#, Java, and Python, and I bring a strong background in software architecture, AI systems, and team leadership. I've built and guided teams from 5 to 25 engineers, created fast release cycles, and delivered major performance and workflow improvements—from double-buffered wind simulation systems in Halo Infinite to 66% cost reductions in narrative pipelines via LLM-driven dialogs. I thrive on mentoring, architecture design, and delivering practical tools that empower developers and enhance player experiences.

Mikhailov Vladislav Viktorovich

I'm Vladislav Mikhailov, a tech lead and engineer with 15 years of experience in game development, simulation modeling, and R&D. I enjoy turning complex problems into robust, scalable software, with hands-on coding in C++, C#, Java, and Python, and I bring a strong background in software architecture, AI systems, and team leadership. I've built and guided teams from 5 to 25 engineers, created fast release cycles, and delivered major performance and workflow improvements—from double-buffered wind simulation systems in Halo Infinite to 66% cost reductions in narrative pipelines via LLM-driven dialogs. I thrive on mentoring, architecture design, and delivering practical tools that empower developers and enhance player experiences.

Available to hire

I’m Vladislav Mikhailov, a tech lead and engineer with 15 years of experience in game development, simulation modeling, and R&D. I enjoy turning complex problems into robust, scalable software, with hands-on coding in C++, C#, Java, and Python, and I bring a strong background in software architecture, AI systems, and team leadership.

I’ve built and guided teams from 5 to 25 engineers, created fast release cycles, and delivered major performance and workflow improvements—from double-buffered wind simulation systems in Halo Infinite to 66% cost reductions in narrative pipelines via LLM-driven dialogs. I thrive on mentoring, architecture design, and delivering practical tools that empower developers and enhance player experiences.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert

Work Experience

Lead Programmer at Playrix
March 1, 2024 - Present
Led and mentored two programming teams, defined production processes to accelerate feature and content shipping, owned roadmap and sprint planning, and improved cross‑department communication. Contributed to hiring as a certified interviewer and developed internal automation tools that increased content assembly speed. Introduced an LLM‑driven dialog generation pipeline that reduced narrative production costs by ~66%, while maintaining quality and reliability.
Lead Engine Programmer at Abstraction Games
January 1, 2023 - March 1, 2024
Led the engine team for Gigantic Rampage Edition, designed roadmaps and sprint plans, and maintained direct communication with publisher and stakeholders. Implemented Custom Games enabling hosting on a player’s machine (P2P/peer-host flow). Developed in‑match analytics for real‑time data collection and debugging across gameplay sessions.
Head of Development Team at AnyLogic
December 1, 2020 - February 1, 2023
Owned the full product cycle and technical roadmap for AnyLogic 8. Led a mixed development team (dev + QA + PO); responsible for hiring, onboarding, and performance reviews. Represented the company at conferences and industry events. Established and maintained a fast, predictable release cycle delivering new versions every 1.5–2 months. Maintained and improved the build system, licensing server, and cross‑platform compatibility, and supported legacy product versions.
Team Lead Manager at Luxoft
July 1, 2020 - December 1, 2020
Gained requirements, coordinated client communications, and managed project expectations for B2B low‑latency systems. Led cross‑team collaboration to meet performance targets and delivery deadlines.
Lead / Senior Software Developer at Sperasoft
January 1, 2015 - January 1, 2020
Managed a team of 25 engineers across Halo Infinite, coordinating 7 subprojects. Established internal R&D and PoC development processes, contributed to department‑wide initiatives (grading matrix), and mentored engineers toward promotions. Delivered AI, gameplay, animation, and engine features for AAA titles.
Research Scientist / Software Developer at JSK 'LUTCH'
January 1, 2010 - January 1, 2015
Worked on 3D terrain reconstruction, object recognition, and image stitching. Published research on hyperspectral data processing and optimization; participated in multiple scientific conferences.

Education

MSc & BSc – Applied Mathematics & Physics at SpbSTU
January 11, 2030 - January 20, 2026
Postgraduate Studies (unfinished) – IT & Management at SPbSTU
January 11, 2030 - January 20, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert

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