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

  1. 2012 Graph-Based Volumetric Data Segmentation on a Hexagonal-Prismatic Lattice
  2. 2012 A Domain Pool Classification Method for Better Fractal Volume Compression
  3. 2010 Volume Content Indexing Using a Fractal Coding Algorithm
View all publications and research context →

Capabilities

  • Engineering leadership
  • Software architecture
  • Game engines and gameplay
  • Developer infrastructure
  • CI/CD and automation
  • Agile product development

Languages

Romanian · English · Danish · French