
Hello.
A bit about me
My name is Peter Szabo and I have been developing software professionally since 2015.
Over the years, I have worked with both small startups and large enterprises, contributing to a diverse range of projects. I developed a mobile streaming application, enhanced an app for one of the largest companies in the Travel and Accommodation industry, and participated in the development of in-flight entertainment systems.
Years of work and experience made me committed to high-quality software development with a strong emphasis on robust architecture and comprehensive testing. Industry legends Robert C. Martin and Martin Fowler shaped my views on software engineering. Their books on clean code, software architecture, and professional practices had a significant impact on how I approach software development today.
In 2021 I left software engineering to pursue my passion for 3D art and video games. The first ever video game I worked on, Indiana Jones and the Great Circle was released at the end of 2024.
In the past years I have been working on my own projects focusing on the C++ programming language and graphics APIs such as OpenGL and Vulkan.
Resume
Building 3D environments for AAA video games, from blockout to finished art, including modeling, texturing and putting them all together in a game engine. I have worked on MachineGames' latest game, Indiana Jones and the Great Circle, and two currently unannounced games.
Developing mobile, web frontend and backend applications for Lufthansa Systems' BoardConnect In-Flight Entertainment System installed on narrow body commercial airliners. Later I joined a newly formed team to work on a next generation entertainment system built for both narrow and wide body aircraft. My team was responsible for several software components in microservice architecture, running on x86 and ARM based hardware.
I was part of a team of twelve developers maintaining one of the biggest Android application in the Travel and Accommodation industry. Our main job was to implement A/B or multivariate testing, and to improve the application's performance and scalability. One of the main challenges was to refactor large parts of the application and apply modern software development practices.
As a software developer generalist I worked on smaller and larger projects, from mobile apps to web applications. Written software in Java, Kotlin, Typescript and Dart.
Teaching programming skills to kids from the age of 8 to 16 based on franchise defined curriculum on Scratch platform.
Student project. Design and develop Android-based diagnostic applications for Bosch made automotive products. - Monitoring tool for a battery sensor using Bluetooth 4.0 LE - Remote controller app for Body Computer Modules
„Android based Bluetooth Low Energy communication interface design for human-vehicle relations”
I majored in vehicle mechatronics.
Many years of experience since Android version 4.1. I have worked with Java, Kotlin and a bit of C++/JNI and used most of the known popular libraries such as RxJava/RxKotlin, Dagger, Room, etc.
For various durations I have worked on web frontend applications, using Javascript/Typescript and React and Angular.
I have worked on classical RESTful APIs and microservices using Java Spring and NodeJS. Although DevOps was never my main focus, I have worked with Docker and also was managing CI/CD piplines using Jenkins.
As a hobby I have been learning C++ and graphics APIs such as OpenGL and Vulkan and have been writing real time graphics applications.
As a vehicle engineer specializing in mechatronics I gather some experience working with 8bit microcontrollers, programming in C and assembly.
In 4 years I worked on AA and AAA game titles, made 3D assets and environments sometimes from scratch sometimes based on blockouts and concept art. Worked with Unreal Engine and idTech 7. Used applications such as Blender, Substance Painter, Substance Designer.
Personal projects
MongooseVK
A personal project focused on learning the Vulkan API through building a real-time physically based renderer. It features image-based lighting (IBL), screen-space ambient occlusion (SSAO), and a modern rendering architecture in development, including plans for a frame graph system. The project serves as a foundation for exploring advanced graphics techniques and low-level GPU programming.
Github Overview
OpenGL Renderer
A real-time renderer built with OpenGL, featuring physically based rendering (PBR) for realistic lighting and materials. It includes a modular scene management system based on an entity-component architecture, and supports dynamic lighting with directional, point, and spot lights. Advanced shadow rendering is achieved through a shadow map atlas. The renderer also offers an interactive editor with object selection and manipulation tools, along with real-time atmospheric scattering for realistic sky simulation.
Github Overview
Contact
peter.szabo13@gmail.com