Résumé
Mihai Popescu
Software engineering leader Copenhagen, Denmark
Profile
Software engineering leader with two decades of experience spanning game technology, developer infrastructure, software architecture, and team leadership. I enjoy turning difficult technical problems into dependable systems—and helping the people around those systems do their best work.
Experience
February 2020 – present
Lead Software Engineering
Unity Technologies · Copenhagen
- Manage nine people across three teams working on engine stability, performance and test insights, and internal package-development tooling.
- Operate across competency leadership, technical leadership, project management, and product planning.
- Previously led the team behind an in-house continuous-integration system for production-validated engine development.
- Remain hands-on while driving automation and coordinating adoption with engineering leads across the company.
August 2015 – February 2020
Software Engineer
Unity Technologies · Copenhagen
- Built and maintained tooling for code formatting, infrastructure reliability, and internal CI/CD.
- Supported five internal productions—including DOTS Sample—on bleeding-edge Unity engine and package versions.
- Built a documentation-merge service used by roughly 300 people each day.
- Worked with open-source contributors and contractors on fixes and improvements.
November 2012 – July 2015
Lead Gameplay Programmer
Ubisoft · Craiova
- Led gameplay teams and architecture for Assassin’s Creed Pirates and Driver’s Speedboat Paradise.
- Coached a team of ten programmers and coordinated closely with engine teams in Paris.
- Designed production pipelines, core gameplay systems, mobile integrations, and low-level optimization work.
- Implemented physically based water rendering and boat buoyancy informed by academic research.
October 2012 – October 2014
Computer Science Teaching Assistant
Faculty of Automation, Computers and Electronics · Craiova
Taught computer graphics laboratories covering C++, object-oriented programming, STL, Win32, GDI, and DirectX.
September 2008 – November 2012
Engine, AI, and Gameplay Programmer
Ubisoft · Craiova and Paris
- Ported an internal engine to Android, covering rendering, input, networking, sound, and virtual file systems.
- Developed teammate and enemy AI plus Horde mode features for Ghost Recon: Future Soldier.
- Contributed to Silent Hunter 5 and Tom Clancy’s H.A.W.X. 2, including tooling, UI, optimization, and security systems.
February 2006 – September 2008
Acting Chief Information Officer
Toposystem · Craiova
Maintained company infrastructure and built CAD, surveying, plotting, and workflow-automation tools alongside field work.
November 2005 – February 2006
Junior Software Developer
NetRom · Craiova
Helped migrate a Lotus Notes enterprise application to C#, .NET, and Microsoft SQL Server.
Education
Completed 2009 · Grade 9.5/10
Computer Software Engineering
University of Craiova
Diploma project in volumetric rendering, followed by research in volumetric-data segmentation and five publications on volumetric modeling, fractal art, compression, and content indexing.
Selected research
- 2012 Graph-Based Volumetric Data Segmentation on a Hexagonal-Prismatic Lattice
- 2012 A Domain Pool Classification Method for Better Fractal Volume Compression
- 2010 Volume Content Indexing Using a Fractal Coding Algorithm
Capabilities
- Engineering leadership
- Software architecture
- Game engines and gameplay
- Developer infrastructure
- CI/CD and automation
- Agile product development
Languages
Romanian · English · Danish · French