
Balazs Szendro
Fähigkeiten und Kenntnisse
Werdegang
Berufserfahrung von Balazs Szendro
Working on a cross-platform system that helps IT administrators manage desktop and mobile devices from a unified interface. Primarily focused on backend development using Python, Django, and PostgreSQL, with regular contributions to the C++/Qt frontend and occasional work in TypeScript/React.
- 2 Jahre und 11 Monate, März 2013 - Jan. 2016
Software Developer
CAE
Worked on multiple aviation-related simulation and testing projects. Selected contributions: * Legacy code migration process speedup by developing custom tools * Ported a legacy device driver from Windows 2k to Windows 7 * Automated system tests development for the Boeing 777 * Modelling and fine-tuning ancillary systems using internal simulation tools
- 2 Jahre, Jan. 2009 - Dez. 2010
Software Developer
Black Hole Entertainment
Rejoined Black Hole Entertainment for Might & Magic Heroes VI, a visually stunning AAA strategy title published by Ubisoft. * Particle effects. The engine used a custom expression language allowing designers to define properties as functions of time, curves, or external parameters. It was less performant than Unreal’s GPU-accelerated system but offered greater flexibility and control. * Networking and backend. Integrated Ubisoft’s Quazal SDK on the client side. Added backend logic using Python and SQL.
- 9 Monate, Apr. 2008 - Dez. 2008
HPC Software Developer
Sparsense
My first experience working in a startup environment and in a fully remote setting. The project aimed to demonstrate the feasibility of applying a family of computationally intensive, lossy compression algorithms to medical imaging data. I was responsible for advancing the MATLAB prototypes into a distributed implementation targeting a cluster of Sony PlayStation 3 consoles. The code was highly optimized for the Cell processor architecture, focusing on parallel computation and efficient resource use.
- 1 Jahr und 6 Monate, Okt. 2006 - März 2008
Software Developer
Black Hole Entertainment
As part of the team for Warhammer: Battle March on Xbox 360, I focused on implementing multiplayer matchmaking and other online features using Microsoft's Xbox LIVE platform. This role gave me hands-on experience with: * Asynchronous programming patterns * Xbox development workflows within Visual Studio * A proprietary GUI framework with Qt-like architecture It was an opportunity to contribute to a console title while expanding my understanding of online systems and platform-specific development.
Ausbildung von Balazs Szendro
- 5 Jahre und 10 Monate, Sep. 2000 - Juni 2006
Computer Science
Eötvös Loránd University
Compilers, Computer Graphics & Digital Image Processing, Artifical Intelligence, Information Systems
Sprachen
Englisch
Gut
Ungarisch
Muttersprache
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