Suren Mouchsiadis / EN

Senior systems builder for products that have to work.

I design and ship production platforms, operational tooling, and independent software—from payment workflows to realtime systems. This archive shows the work, constraints, and evidence.

station: Munich / Europeloadout: cloud / product / tools / gamesstatus: available for systems work
Active loadout

Cloud infrastructure, product systems, platform tooling, internal operators, and game logic.

Build protocol

Readable interfaces. Stable machinery. No wasted motion.

Recovered notes

Unpolished entries kept in the language and state they were written.

Operator note

The archive keeps the useful facts close to the surface: what was built, what constraints mattered, and where to open the formal record.

SW // WORK LOG

work logs

Public project records. Open an entry for scope, constraints, stack, and external link.

Tenant-aware payout platform

YPay

A live tenant-aware payout platform for mobility fleets, with admin and driver experiences, balance visibility, payout orchestration, and reconciliation.

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YPay is designed around tenant isolation, payout risk control, and infrastructure clarity. The product combines host-bound tenant routing, role-separated admin and driver surfaces, external provider integrations, and an auditable payout lifecycle.

Role
Product and systems engineer
Contribution
Designed and implemented the tenant model, product surfaces, payment integrations, and deployment topology.
Constraints
Financial operations require strict tenant isolation, auditable state changes, and resilient third-party boundaries.
Outcome
A live platform that gives fleets and drivers one traceable payout lifecycle from balance visibility to reconciliation.
  • Built as a Next.js 16 monolith with typed integration modules, Drizzle ORM, PostgreSQL, and tenant-bound host parsing.
  • Implements Yandex Fleet, Bird Verify, and Bank of Georgia integration layers for balances, OTP delivery, and payment submission.
  • Supports driver-side payout requests, reconciliation visibility, and event history with clear admin oversight.
  • Structured for production and development VPS targets behind a shared host-level proxy stack.

Multi-tenant dispatch operations

YDesk

A production dispatch and support workspace for tenant operations, real-time workflows, notification workers, and accountable case handling.

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YDesk turns operational traffic into a clear working surface: tenant-specific domains, role-aware queues, durable records, integrations, and background notifications under one deployment model.

Role
Product and systems engineer
Contribution
Built the operational workspace, tenant-aware routing, durable case records, worker notifications, and production stack.
Constraints
Support work must remain fast under live traffic while preserving ownership, history, and tenant boundaries.
Outcome
A live multi-tenant operations surface with clearer queues, accountable case handling, and durable notification delivery.
  • Combines a Next.js operations surface, PostgreSQL, support notification worker, and tenant-aware routing.
  • Separates administrative and tenant workflows while keeping auditable operational records.
  • Runs as a production multi-service stack behind the shared VPS proxy.

XP // SERVICE REC

service record

Service history translated from the formal CV into a readable terminal record.

Owning cloud platform and infrastructure, with AI-agent integration and cross-team delivery support.

Senior Cloud Engineer / Ocumeda GmbH

Apr 2026 - Present / Munich, Bavaria, Germany

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Owning cloud platform and infrastructure, with AI-agent integration and cross-team delivery support.

  • Own cloud platform and infrastructure, including provisioning, scalability, and reliability across environments.
  • Implement custom AI agents and integrate AI tooling to automate workflows and extend platform capability.
  • Collaborate with external teams and support delivery with technical guidance and alignment.

Full-stack analytics product work, Angular modernization, and Azure/Terraform platform ownership.

Software Engineer / June GmbH

Jan 2025 - Mar 2026 / Munich, Bavaria, Germany

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Full-stack analytics product work, Angular modernization, and Azure/Terraform platform ownership.

  • Built analytics platform features with C#, .NET, TypeScript, and Angular for processing and visualizing business metrics.
  • Refactored a legacy Angular application and migrated 50+ components from deprecated Material UI patterns to the current Angular stack.
  • Managed infrastructure as code with Terraform and Azure Cloud, including CI/CD, monitoring, and observability.
  • Mentored two junior developers on full-stack engineering practices.

Freelance platform delivery across analytics, frontend architecture, and full-stack product systems.

Senior Software / Platform Engineer (Freelance) / Toptal

Feb 2022 - Jan 2026 / Munich, Bavaria, Germany

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Freelance platform delivery across analytics, frontend architecture, and full-stack product systems.

  • Led platform development for Acclinate Inc., building analytics and data-processing systems.
  • Mentored engineers on frontend architecture patterns, state management, and authentication implementation.
  • Delivered full-stack solutions across client projects with NestJS, Ruby on Rails, Vue, and Webflow, from requirements through production deployment.

Client delivery spanning testing strategy, React product work, and AWS-backed application delivery.

Senior Software Engineer (Freelance) / Upwork

Feb 2021 - Jan 2026 / Munich, Bavaria, Germany

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Client delivery spanning testing strategy, React product work, and AWS-backed application delivery.

  • Developed a comprehensive testing strategy for Elunic AG with unit, integration, and end-to-end coverage plus CI/CD integration.
  • Built frontend features with React and TypeScript for RemoteAmbition’s remote work platform.
  • Delivered complete applications for Variant Perception using JavaScript, React, Node.js, and AWS Serverless across architecture, implementation, testing, and deployment.

Led the refactor of a legacy monolith into a modern Java/Spring and React/TypeScript architecture.

Software Engineer / Ingenics Digital GmbH

Aug 2023 - Jan 2025 / Munich, Bavaria, Germany

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Led the refactor of a legacy monolith into a modern Java/Spring and React/TypeScript architecture.

  • Led a team of two developers to reverse-engineer and refactor the legacy eGas application.
  • Rebuilt the backend with Java and Spring using a new service layer and improved data-access patterns.
  • Architected and implemented the frontend in React and TypeScript, defining component and state-management structure.

Technical consulting and custom application delivery across Angular, .NET, and Laravel systems.

Tech Consulting / Boldly Go Industries GmbH

Dec 2022 - Jul 2023 / Munich, Bavaria, Germany

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Technical consulting and custom application delivery across Angular, .NET, and Laravel systems.

  • Consulted on technical architecture for client work, including a conveyor-line management system.
  • Developed responsive frontend interfaces in TypeScript and Angular.
  • Built backend APIs and business logic with C# .NET and PHP Laravel plus database integration.

Led PRISMA, a multi-clinic patient monitoring system handling questionnaire data and physician alerts.

Software Developer / BITS GmbH

Jan 2022 - Dec 2022 / Munich, Bavaria, Germany

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Led PRISMA, a multi-clinic patient monitoring system handling questionnaire data and physician alerts.

  • Led development of PRISMA, serving 10,000+ breast cancer patients across multiple medical facilities.
  • Architected the relational database schema and implemented physician alerting for medically concerning responses.
  • Built the frontend in TypeScript and Angular and the backend with Java Spring, MySQL, and Hibernate while mentoring two junior developers.

Built calibration and sensor-visualization tooling for engine test vehicles.

Software Engineer Intern / BMW Group

Mar 2021 - Aug 2021 / Munich, Bavaria, Germany

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Built calibration and sensor-visualization tooling for engine test vehicles.

  • Developed calibration software to help engineers navigate and interpret engine sensor data during testing.
  • Built a Vue.js and JavaScript interface for real-time sensor monitoring and historical analysis.
  • Implemented backend data processing in Flask and Python with Asammdf, Pandas, and Plotly.

Delivered business logic, testing infrastructure, and product fixes for a construction management platform.

Working Student Software Developer / Capmo

Oct 2020 - Mar 2021 / Munich, Germany

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Delivered business logic, testing infrastructure, and product fixes for a construction management platform.

  • Developed business logic using React, TypeScript, and GraphQL.
  • Established an end-to-end testing suite in Cypress with a Page Object Model pattern.
  • Resolved frontend performance issues, UI inconsistencies, and backend logic errors.

Built analytics tools, backend services, and scraping pipelines for eCommerce intelligence.

Working Student Software Developer / Metoda GmbH

May 2020 - Oct 2020 / Munich, Germany

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Built analytics tools, backend services, and scraping pipelines for eCommerce intelligence.

  • Built internal analytics tools with Vue.js, Plotly, and Quasar.
  • Developed backend services in Ruby on Rails and Docker for processing and APIs.
  • Implemented Selenium-based scraping in Ruby to collect competitive market data.

SQL-heavy support work across reporting, bug diagnosis, testing, and Windows Server environments.

Working Student Second Line Support / iPrax Systems GmbH

Jan 2020 - May 2020 / Munich, Germany

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SQL-heavy support work across reporting, bug diagnosis, testing, and Windows Server environments.

  • Generated client reports and business analysis with SQL and Excel.
  • Diagnosed application bugs and database conflicts on Windows Server environments using SQL.
  • Performed software testing, documented issues in Jira, and worked with developers on resolution.

Hands-on manufacturing internship in precision mechanics, electronics, and quality assurance.

Fertigungspraktikum / Grabmaier Feinmechanik und Elektronik GmbH

Apr 2019 - Jun 2019 / Munich, Germany

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Hands-on manufacturing internship in precision mechanics, electronics, and quality assurance.

  • Participated in manufacturing processes for precision mechanics and electronics.
  • Supported production tasks and quality-assurance work.

Led development of a driver and fleet management system integrated with Yandex Fleet for 10,000+ active drivers.

Lead Developer / NEO TAXI

Jan 2018 - Mar 2021 / Tbilisi, Georgia

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Led development of a driver and fleet management system integrated with Yandex Fleet for 10,000+ active drivers.

  • Led development of driver and fleet management flows using Angular and TypeScript.
  • Built backend APIs with NestJS, Prisma, and PostgreSQL to automate registration, onboarding, and fleet operations.
  • Implemented Telegram bot and Bird.com SMS infrastructure for real-time driver communication.

GL // GAME LAB

game lab

Game systems and mods filed by rules, balance, feedback loops, and release surface.

Independent game studio

FlyGod Studios

A public studio home for authored games, experiments, and the systems that connect them.

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FlyGod Studios gives the game work a coherent release identity without hiding the engineering behind each title.

  • Independent game releases
  • Studio-level presentation
  • A growing catalogue of playable systems

Night-market multiplayer arcade

Silly Bazaar

A whimsical night market of tiny browser games. The flagship, Slip Service, is a 1-4 player realtime waiter brawl: deliver dishes, throw banana peels, win the shift.

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Silly Bazaar is a lantern-lit game portal where every stall is a small game with real engineering underneath: a server-authoritative multiplayer simulation, shared prediction code between client and server, and a shell built to grow one stall at a time.

  • Slip Service runs on a 20Hz server-authoritative WebSocket simulation with client-side prediction and interpolation.
  • A shared TypeScript sim core keeps client and server physics identical by construction.
  • Private room links (5-letter codes) plus a solo score-attack mode; full keyboard and touch parity.
  • Next.js shell with per-game Phaser modules, PostgreSQL persistence, deployed behind the shared VPS proxy.

Puzzle platform

Alice Plays

A multi-game puzzle platform starting with Sudoku, built with social sign-in, cloud saves, leaderboards, PWA behavior, and mobile-first play.

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Alice Plays started from a simple thought: if a puzzle game lives on your phone, it should remember you, come back fast, and never make the quiet part of playing feel like work.

  • Starts with Sudoku but is structured as a broader game platform rather than a one-off title.
  • Supports social authentication, cloud saves, leaderboard patterns, and offline-friendly progressive web app behavior.
  • Built with a modern React stack tuned for mobile-first interaction.
  • Presented as a product where polish, retention, and future game extensibility matter equally.

Persistent multiplayer warfare

Bomb Town

A persistent multiplayer grid warfare game with a Phaser world renderer, React HUD, authoritative WebSocket server, and PostgreSQL-backed persistence.

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Bomb Town sits at the intersection of product design and game systems: live multiplayer state, deterministic rules, server authority, and an intentionally sharp visual identity around territory and escalation.

  • Uses Phaser for the world layer, React for HUD and menus, and a Node.js authoritative game server.
  • Backed by PostgreSQL with versioned migrations and a deployment path behind the shared VPS proxy.
  • The project is framed as a systems-heavy game product, not just a front-end prototype.
  • Case-study emphasis: multiplayer state handling, rules orchestration, and production deployment.

RimWorld weapon mod

Rifle Revolver

A RimWorld weapon mod centered on a rifle-revolver hybrid silhouette, tuning weapon feel, item identity, and battlefield role inside the game’s mod ecosystem.

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The value here is not only the workshop release itself but the discipline of translating a weapon concept into readable in-game behavior, balancing, and presentation.

  • Presented as a crafted content mod rather than a throwaway asset pack.
  • Focuses on weapon fantasy, tactical readability, and the fit of a new firearm inside RimWorld combat loops.
  • Shown here as part of the broader game-development section, alongside original game and systems work.
  • Custom-designed card replaces default embed treatment for a cleaner portfolio presentation.

RimWorld weapon mod

Incendiary Revolver

A RimWorld revolver mod built around incendiary identity, emphasizing fire-driven combat flavor, encounter shaping, and the theatrical side of weapon design.

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This entry highlights how small-scale game work can still carry strong authorship: a single weapon concept, a clear fantasy, and a better-than-default presentation layer.

  • Built as a custom showcase card rather than a raw workshop embed.
  • Centers on incendiary personality, weapon readability, and combat flavor inside RimWorld.
  • Complements Bomb Town by showing a different scale of game work: focused modding instead of full-stack multiplayer systems.
  • Linked directly to Steam Workshop for the original release page.

CV // DOSSIER

dossier

Formal identification file and PDF dossier.

EDU REC / TUM / BS COMPUTER SCIENCE / DEC 2019

Education record: BS Computer Science, Technical University of Munich, December 2019. Use the PDF for the formal dossier.

FN // FIELD NOTES

field notes

Original-language notes, archived without translation pass.

Older notes preserved in original language. Filed as recovered text, not brand copy.

read field notes

TX // CONTACT

signal channel

Open channel. Send a direct transmission.