Miguel Pozo is an experienced data and BI analyst with eight years focused on designing and maintaining data warehouses and ETL processes for large enterprises. Based in Madrid, he has led database development teams, managed Oracle and SQL Server environments, and implemented group-level DWH solutions using Microsoft and IBM DataStage tooling. His day-to-day blends hands-on PL/SQL/SSIS development with data modelling, performance tuning and production support, plus Power BI and SSAS tabular reporting to drive sales, purchasing and inventory insights. He has a track record of end-to-end project ownership—from requirements and client liaison to deployment and documentation—and has acted as a DBA running Oracle Enterprise Manager in production. Outside of corporate BI, he contributes full-stack improvements to open-source Blender shader tooling (Malt), showing comfort across graphics-oriented code and ETL systems. Currently advancing his skills with a master's in Big Data and a course in team management, he pairs technical depth with practical leadership.
8 years of coding experience
3 years of employment as a software developer
Ingeniería, Ingeniería informática, Ingeniería, Ingeniería informática at Universidad de Deusto
Curso de gestión de equipos, Curso de gestión de equipos at The key talent
Máster Universitario en Análisis y Visualización de Datos Masivos / Visual Analytics and Big Data, Big Data, Actualmente cursando el Máster, Máster Universitario en Análisis y Visualización de Datos Masivos / Visual Analytics and Big Data, Big Data, Actualmente cursando el Máster at UNIR Universidad Internacional de La Rioja
Contributions:11 reviews, 18 commits, 28 PRs in 3 months
Contributions summary:Miguel contributed to the Malt rendering framework, implementing features and fixing bugs within the Blender environment. Their work included adding UI warnings, modifying node editor behavior, and integrating scene filtering capabilities. They also focused on improving the underlying shader utilities by introducing safe normalization and mix functions, as well as adjusting custom texture handling. The user's contributions are evident across the Blender-specific code and the shader implementations.
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