Luan Nico is a software engineer based in Kitchener, Ontario with 12 years of professional experience building mobile and game-related systems. Currently at Faire, he brings deep hands-on expertise in Flutter and iOS audio playback—evidenced by contributions to well-known open-source projects like flame (a Flutter game engine) and audioplayers. His open-source work shows a practical focus on audio implementation, sprite/animation rendering, and component management, reflecting a knack for both low-level media handling and higher-level game architecture. Prior roles in Brazilian firms like Dextra and Dexence solidified his production-grade development skills across full project lifecycles. He combines a technical diploma in IT with a demonstrated ability to improve user experience through targeted bug fixes and feature enhancements. Colleagues would describe him as a pragmatic engineer who prefers shipping robust fixes and playable experiences over theoretical design.
12 years of coding experience
6 years of employment as a software developer
SESI
Técnico em Informática, Tecnologia da Informação, Técnico em Informática, Tecnologia da Informação at Cotuca
A Flutter package to play multiple audio files simultaneously (Android/iOS/web/Linux/Windows/macOS)
Role in this project:
Mobile Developer (iOS)
Contributions:206 reviews, 486 commits, 308 PRs in 5 years 3 months
Contributions summary:Luan primarily contributed to the iOS side of the Flutter audio player package. Their work involved fixing issues with playback, particularly addressing problems with the audio not starting when the source was set, also improving notification handling. These changes, including fixes to notification-related code, indicate a focus on enhancing the user experience.
Contributions:4 releases, 1932 reviews, 1082 commits in 5 years 3 months
Contributions summary:Luan contributed to the development of a Flutter-based game engine, focusing on adding new functionalities and improving existing features. Their commits show a focus on audio implementation, including looping and pre-loading capabilities, as well as enhancements to sprite rendering, animation, and component management within the game engine. They also implemented coordinate transformation methods and made changes across several game components.
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