# Sergei Kuzmin > Software Engineer at MatX Location: Palo Alto, California, United States Profile: https://flows.cv/sergeikuzmin I am a Software Engineer with over two decades of experience. I’m able to lead and develop complex highly available cloud applications. My languages are C++/Python/Swift and others. Tags: Java/C/C++/Python/Kotlin/Swift/PHP and more, cloud applications. ## Work Experience ### Software Engineer @ MatX Jan 2024 – Present | Mountain View, California, United States ### CTO, co-owner @ Moodby Jan 2020 – Jan 2024 Democratizing background music and jukebox guest entertainment for venues. https://moodby.com ### Senior Staff Software Engineer @ WePay Jan 2018 – Jan 2020 | Redwood City, CA Team Lead, Risk Infrastructure Scope: risk decision making, data pipelines, ML related infrastructure, ... ### Staff Software Engineer @ WePay Jan 2016 – Jan 2018 | Redwood City, CA In December 2017 the company has been acquired by J.P Morgan Chase Engineer in Risk Team. One of few engineers who rebuild WePay's core Risk signal and rule engine services from scratch. As a service owner, I am dealing with the whole tech stack (starting from docker containers and finishing with services UI). ### Senior Software Engineer @ LinkedIn Jan 2013 – Jan 2016 | Mountain View, CA Part of Profile team. Developed the profile section of Linkedin app (iOS, project "Voyager"). Prior to this was responsible for developing and maintaining various parts of Linkedin profile view (backend parts mostly). ### Owner @ ActivePads Jan 2011 – Jan 2013 | Zurich Mobile applications development ### Software Engineer @ Google Jan 2007 – Jan 2012 | Zurich till August 2010 - Google Moscow from September 2010 - Google Zurich I was dealing with a big part of company infrastructure. Publicly known services include: Borg, Google Web Server, Bigtable, GFS, Chubby lock service, MapReduce, Sawzall, Google indexing system, pub/sub, protocol buffers/rpc, SStable, RecordIO (http://en.wikipedia.org/wiki/Google_platform). I took part in whole cycle of product release process: developing, planning resources, canarying, releasing, load-testing, monitoring, being on-call. Main programming languages were C++/Python in Linux environment plus a couple of internal languages. Project: One of the core projects in Google Maps, mostly backend part. Our service has pretty big pipeline, storing many TB of data, working 24/7 with strict SLA and ability to easily scale horizontally. Project: Google Definitions and Google Dictionary. I was the main owner of Google definitions service (improving, releasing, maintaining) which later was incorporated into Google Dictionary. It was removed as a separate property but still available in Google search ( http://goo.gl/LhuIo ). ### Software Developer @ Reaxion Corp Jan 2006 – Jan 2007 | Minsk BREW Project: Small Arms Mobile (“port” of very popular Small Arms from Xbox live arcade) Description: Multiplayer action game Responsibilities: Project lead developer. (J2ME, BREW) http://www.youtube.com/watch?v=iY0ig0L-njw Project: Charlie’s Angels Description: Fighting game Responsibilities: Project lead programmer. (BREW) http://www.youtube.com/watch?v=MmBofKGNNrI Project: Men in Black Description: http://www.reaxion.com/games/mib/ Responsibilities: Physics, game engine, game features (BREW) http://www.ign.com/images/games/men-in-black-alien-assault-cell-899379/4fa6ca4ccdc388ed13eeca96 (can not find official links anymore) ### Software developer @ Bekomp Jan 2004 – Jan 2006 Project: Design Rule Checking Description: software for verification of IC’s design. DRC was used in Bindkey™ tools Rapid Window Checker, RapiDesignClean, RapiDesignFix and others. Responsibilities: geometry processing, transforming polygons to donuts (like in gds, removing negative polygons), execution graph validation and correction, resize operation, BoxIn operation, unique algorithms and techniques for effective layout checking For producing a photo-mask microchip design is created. This design is checked against process technology requirements which is something like script involving a lot of geometry operations. This process is CPU and resources intensive. Our job was to implement system which should execute such scripts very effiiciently. Project: Manufacturing Rule Checking Description: software for verification of results of lithographical simulation of IC’s design. Responsibilities: morphological operations, unique algorithms for reducing simulation area, optimizing simulated contours - reducing number of vertices (healing). Project: Hierarchical aerial image computation Description: lithographical simulation using hierarchical database of IC’s design Responsibilities: hierarchy recovery after flat simulation. ### Senior software developer @ Cosmigo Gmbh Jan 2000 – Jan 2004 | Minsk Project: GameBoy Color games Description: Games and tools. Responsibilities: Mostly developing utilities, games code parts. Project: GameBoy Advance environment utilities Description: Utilities to make possible GBA development using MS VisualStudio and C++. Project: Game Boy Advance games Description: Code parts in titles like Static Shock, Tony Hawk Pro Skater 2 (tile-based algorithm to make possible to display levels with strong limitation on currently displayed tiles number) Responsibilities: Wide spectrum of programming tasks Project: Algorithms Description: Problems connected with tile structure of GBA graphics engine. Examples: Optimal distribution between layers with limitations; data storage with strong limitations on RAM and ROM; scrolling game engine (tile based) with dynamic tile allocation (cpu and memory critical); tile-based physics engine (prioritizing tiles to create pseudo-3d animated game map). Project: Adobe Photoshop Plugin “Pixus” Description: implementation of optimal filtering for best image representation on LCD displays Responsibilities: Whole project Project: Scanline based 3d renderer (implementation based on modified OPENGL/ES specs) Description: Developed primary for Brew and Series 60 mobile platforms Responibilities: Whole project ## Education ### Master degree in CS in Faculty of Applied Mathematics and Computer Science, Subdivision: Economical Cybernetics Belarusian State University ## Contact & Social - LinkedIn: https://linkedin.com/in/skuzmin --- Source: https://flows.cv/sergeikuzmin JSON Resume: https://flows.cv/sergeikuzmin/resume.json Last updated: 2026-04-10