Yevgeniy Starinets

Yevgeniy Starinets

Frontend Developer • Architect • Tech Lead


Hi! I'm Yevgeniy — passionate about building "intuitive web apps" that delight users and solve real-world problems.


Over 10 years of experience creating scalable platforms used by thousands daily. I specialize in "React", "TypeScript", and modern frontend architectures.


Always open to "new challenges", collaborations, and opportunities to learn and grow.


Stack:

  • TypeScript (TS)
  • React
  • Redux
  • Node.js
  • Next.js
  • Nest.js

View Experience Contact Me

Summary

  • Over 8 years of experience in software development, system architecture, and technology integration
  • Strong expertise in frontend engineering using React, TypeScript, and modern technologies
  • Proven ability to manage high-impact IT projects from planning to delivery
  • Passionate about continuous learning and applying new technologies to solve complex problems
  • Recognized for autonomous work, adaptability, and strong collaboration with cross-functional teams

Technical Skills

  • Frontend Development:
    • JavaScript (JS)
    • TypeScript (TS)
    • React
    • Redux
    • Rest API
    • GraphQL
    • WebSocket
  • Backend Development:
    • Node.js
    • Express
    • NestJS
    • NextJS
  • Databases:
    • MsSQL
    • MySQL
    • SQLite
    • PostgreSQL
    • MongoDB
    • Redis
  • Automation:
    • Webpack
    • Vite
    • Docker
    • Docker Compose
    • GitLab
    • GitHub Actions
    • Storybook
  • Testing:
    • Mocha
    • Jest
    • React Testing Library (RTL)
    • Cypress
    • Playwright
  • Architectures:
    • Microfrontend
    • Featured-Sliced Design (FSD)
    • Block-Element-Modifier (BEM)

Professional Experience

Lead Frontend Developer

RankWorks, Pointe-Claire | May 2021 – Dec 2024


Project: Influencer Marketing Platform

Technologies:

  • React
  • TypeScript (TS)
  • Redux
  • WebSocket
  • Featured-Sliced Design (FSD)
  • Rest API
  • Microfrontend
  • Developed the frontend of a platform connecting advertisers and influencers, managing the entire lifecycle from concept to deployment
  • Built all frontend components using React and TypeScript, with a focus on performance, scalability, and UX
  • Implemented advanced filtering, real-time chat, and blockchain contract management systems to meet complex user needs and enhance reliability
  • Independently managed all frontend development tasks and delivered a fully functional product on time

Project: Social media Data Consolidation Platform

Technologies:

  • React
  • TypeScript (TS)
  • Redux
  • GraphQL
  • Microfrontend
  • Led the development of a platform to consolidate and analyze data from Facebook, Instagram, TikTok, and others
  • Developed AI-based features for auto-generating content and scheduling social media posts
  • Built AI recommendations to improve websites and online review strategies, boosting client engagement
  • Integrated comprehensive Search Engine Optimization (SEO) tools into the platform, boosting the visibility and searchability of client websites

Smart Home Integrator

Freelance, Central Asia | Sep 2016 – Aug 2021

Technologies:

  • React
  • TypeScript (TS)
  • Redux
  • Node.js
  • Express
  • NestJS
  • PostgreSQL
  • MySQL
  • Analyzed client needs and developed tailored smart home automation solutions, including system diagrams and specifications
  • Selected and procured appropriate equipment and components based on project requirements
  • Installed and configured hardware systems (sensors, actuators, cabling) and programmed automation logic
  • Integrated devices across various platforms and created custom mobile/tablet interfaces
  • Conducted thorough system testing, debugging, and performance optimization
  • Coordinated with subcontractors (electricians, HVAC, plumbers) to align installations with technical plans
  • Delivered end-user training, system documentation, and ongoing technical support
  • Provided system maintenance and feature upgrades based on client feedback and evolving needs

Senior Software Developer - Team leader - Chief Information Officer

Greenhouse Inc., Almaty, Kazakhstan | Sep 2008 – Aug 2016

FMCG national wholesaler (import, B&B) with 4,500 employees


Technologies:

  • HTML
  • ECMAScript 5
  • PHP
  • PostgreSQL
  • Spearheaded the creation and implementation of an integrated accounting and management system for the holding, covering procurement, warehousing, and reporting
  • Implemented a communication system for 1,500 agents across 40 regions to streamline order processing
  • Created an order consolidation and invoicing system, optimizing delivery logistics.
  • Managed over 20,000 daily orders with 20–30 items each
  • Developed an internal corporate website for document approval workflows and centralized storage, streamlining business processes and improving transparency
  • Led a team of 25 multidisciplinary IT specialists

Senior Software Developer

Nazik LLP, Almaty, Kazakhstan | Aug 2005 – Aug 2008

Technologies:

  • HTML
  • ECMAScript 5
  • PHP
  • PostgreSQL
  • Built a system to manage production cycles from procurement to sales across retail outlets
  • Handled ingredient tracking, storage, and internal movement between units
  • Implemented intricate calculations and cost accounting within the system to handle the complex and extensive cost calculation processes inherent in the production of goods
  • Designed and implemented production reporting systems to provide detailed insights into manufacturing operations and performance metrics

Middle Software Developer

Central Asia Billing, Almaty, Kazakhstan | Aug 2004 – Aug 2005

  • Collaborated with fellow developers to implement a billing and invoice delivery system for subscribers of utility companies.
  • Contributed to the development of a robust platform to calculate and deliver bills efficiently, meeting the needs of utility service providers.

Software Developer

Tenir LLP, Almaty, Kazakhstan | Aug 2001 – Aug 2002

  • Participated in the development of an application for managing factory operations, with a focus on production tracking and material flow between manufacturing lines.
  • Contributed to the design and implementation of features related to production accounting and material movement, ensuring efficient operation of the factory.

Education

Master of Engineering (M.Eng.)

National Technical University of Kazakhstan | 1996 – 2001

Selected Projects

A selection of web applications I've built and contributed to - including award-winning solutions and innovative front-end architectures.

Blog platform

blog platform screenshot

A full-featured blog application built to explore modern React architecture patterns and production-grade development practices. The goal was to implement a scalable, maintainable codebase using Feature-Sliced Design methodology with TypeScript, focusing on code splitting, proper state management, and developer experience.


Key features:

  • Feature-Sliced Design (FSD) architecture with strict layer separation — app, pages, features, entities, widgets, and shared layers with custom ESLint plugin to enforce architectural boundaries;
  • Custom Reducer Manager for dynamic Redux slice injection — reducers are loaded on demand with code splitting, reducing initial bundle size and improving performance;
  • Redux Toolkit with RTK Query for API management, async thunks for complex logic, and typed selectors for type-safe state access;
  • Comprehensive internationalization (i18n) with language detection, dynamic translation loading, and support for multiple locales (English/French);
  • Advanced code splitting strategy — every page lazy-loaded, dynamic module loader for feature reducers, and chunk optimization for optimal loading performance;
  • Complete blog functionality — article CRUD operations, rich text editing, commenting system, user profiles, authentication flow, and admin panel with role-based access;
  • Storybook-driven component development with 60+ stories, addon integrations for testing UI states, and isolated component development workflow;
  • Production-grade TypeScript setup with strict mode, path aliases, proper module resolution, and comprehensive type coverage across the entire codebase;
  • Custom FSD slice generator CLI tool — automated creation of new features with proper folder structure, boilerplate files, and architectural compliance out of the box.

This project demonstrates how to build a scalable React application with proper architectural patterns, emphasizing code organization, type safety, and maintainability for large-scale production systems.

Battle City 1980

random game screenshot

A personal project inspired by the classic Battle City arcade game — built entirely from scratch, without any game engine or external framework. The goal was not a pixel-perfect recreation, but a deep dive into game architecture and software design patterns using pure web technologies. The stack is TypeScript (strict mode), Canvas 2D API, Web Audio API, and Vite — with Vitest for automated testing.


Key features:

  • Custom game loop built with requestAnimationFrame and delta-time calculations, keeping update logic fully frame-rate–independent and cleanly separated from rendering;
  • State machine covering Menu, Gameplay, Pause, Next Level, Results, and Game Over — each state manages its own lifecycle (start / update / render / exit) and transitions via a typed event bus;
  • Service locator / DI container — a single GameContainer is passed through all systems and states, replacing global singletons with a typed, testable dependency graph;
  • Custom EventEmitter with typed event constants and unsubscribe tokens, enabling fully decoupled communication between entities, world, and UI layers;
  • Object pooling for projectiles and explosions — zero heap allocation after warm-up, with a reusable init() pattern separating construction from configuration;
  • Pure-function collision detection — AABB with directional bounds prediction, tile range lookup, and wall hit logic extracted into stateless utility functions with full unit test coverage;
  • Visual level editor with a 26×26 tile grid, enemy wave configuration, undo/redo stack, and localStorage persistence — fully integrated with the main game's custom campaign mode;
  • 7 power-up types (helmet, clock, shovel, star, grenade, tank, pistol) with timed effects, persistent cross-level state (stars, lives), and sound/animation synchronization — plus 2-player co-op with shared enemy pool and independent resurrection logic.

This project became a practical proving ground for applying software architecture patterns — state machine, event-driven design, object pooling, dependency injection — in a domain where their trade-offs are immediate and measurable. The 199-test suite and ~45% coverage reflect a deliberate effort to keep core systems independently testable, not just playable.

robokill

random game screenshot

Robokill is a TypeScript + PixiJS port of the classic Flash (AS3) top-down shooter of the same name — a room-clearing action game where the player fights through waves of enemies, collects loot, and levels up. The goal was to reverse-engineer and faithfully recreate the original game's architecture and mechanics on the modern web, using TypeScript 5, PixiJS 8 for WebGL rendering, and Vite as the build toolchain.


Key features:

  • Fixed-timestep game loop with accumulator — logic updates run at a fixed tick rate (matching the original's ~100 FPS timer), fully decoupled from the rendering frame rate, preventing physics drift and ensuring deterministic gameplay;
  • Scene stack (push/pop/replace) — a direct port of the original AS3 GameSceneStack, allowing scenes to be layered, paused, and resumed without teardown, cleanly separating menus, gameplay, and transition states;
  • 12-layer Z-order rendering system — mirrors Flash's DisplayList using named PixiJS containers (Background → Floor → Player → TextLayer → AfterAfterTextLayer), giving precise control over draw order for every entity type;
  • BFS flood-fill pathfinding grid — a 20×15 cell grid seeded at the player's position and expanded outward each tick; all 20+ enemy types read their movement direction in O(1) from the pre-computed map, faithfully porting the original PathFind.as;
  • Procedural weapon generation — 5 weapon classes × 3 tiers × 6 combinable plugins (FlyThrough, Freeze, Knockback, RateOfFire, Speed, Splash) with episode-scaled rarity, producing hundreds of distinct weapon variants;
  • JSON-driven difficulty and toughness system — per-mission difficulty rules loaded at runtime assign enemies to one of four toughness tiers (green/blue/red/yellow), each rendered via a PixiJS ColorMatrixFilter that rotates the red enemy sprite colour, porting the original AS3 colour-matrix tinting logic exactly;
  • Faithful entity hierarchy — a deep class tree (GameObject → GameObjectBase → EnemyBase / PlayerBase / BulletBase) mirrors the original AS3 structure 1-to-1, with smooth rotation, per-object animation, and AABB wall collision built into every layer.

This project demonstrates the ability to read and reverse-engineer a large legacy codebase (250+ AS3 classes), map its architecture to a modern typed language, and rebuild non-trivial game systems — pathfinding, procedural generation, physics, and rendering — from scratch in TypeScript without losing fidelity to the original.

Web-based operating system

web-based operating system screenshot

A personal project — a fully functional operating system that runs entirely in the browser. The goal was to explore how real OS concepts like kernels, process management, and file systems can be implemented from scratch using pure TypeScript, with zero runtime dependencies.


  • Pure TypeScript implementation with no external libraries or frameworks;
  • Runs entirely in the browser using IndexedDB for storage;
  • Modular architecture with clear separation of concerns;
  • Designed to be extensible and maintainable, with clean code and documentation.

Key features:

  • Custom kernel with an 8-phase boot sequence, service registry (IoC container), and ordered dependency initialization — mirroring real OS runlevels;
  • Middleware-based IPC bus with typed channels, event tracing, and Koa-style next() pipeline — any middleware can block an event before it reaches handlers;
  • Capability-based app sandboxing — each app receives permission-checked proxies to system services, with per-app VFS access control and full audit logging;
  • Persistent Virtual File System backed by IndexedDB with Unix-like paths, mkdir -p semantics, metadata, and a mountable driver interface;
  • Signal-based reactive UI framework built from scratch (no React/Vue) — lightweight components with create / mount / destroy lifecycle and fine-grained reactivity;
  • Composable window manager with drag, resize (8-directional handles), edge-snapping zones, z-index stacking, and taskbar-aware maximize;
  • Unix-style shell with 50+ commands, pipe (|) and redirection (>, <, >>) support, plus grep, awk, sed, chmod, curl, tar, and more;
  • Dynamic app ecosystem — manifest-driven apps loaded on demand, with file-type associations, an app installer, and process lifecycle management.

Awards & Recognition

Grand Prix — iRidium Awards 2018

iridium awards image

International competition for automation, control, and smart home software projects. Awarded for the “Private House” project - a large-scale smart home system integrating control, design, and user experience.


The iRidium Awards is an international competition recognizing outstanding projects in building automation, smart home control, and integration software.


The “Private House” project — a 3-storey residence in Almaty (Kazakhstan) — implemented a smart home system covering 33 rooms, including bedrooms, study, gym, pool, and home cinema.


Control was realized via 4 iPads, phones and web application, managing lighting, climate, media, and outdoor systems.


The project was evaluated by a professional jury based on:

  • Technical and architectural complexity
  • Quality of automation logic and programming
  • Usability and control interface design
  • Overall functionality and innovation

Contacts

I'm currently based in Montreal, Canada



  • Email: gobvoz@gmail.com
  • Phone: +1 (438) 408-5926
  • LinkedIn: linkedin.com/in/gobvoz
  • GitHub: github.com/gobvoz
  • Telegram: @gobvoz

Contact form

If you have any questions, feel free to reach out!


This interactive CV was handcrafted with pure HTML, CSS, and JavaScript – no frameworks, no templates.

It reflects my approach to simplicity, performance, and attention to detail.