Mikuláš Florek is a seasoned C++ programmer with 13 years of experience focused on game engine development and performance-critical systems. He has held senior and lead programming roles at studios including Bohemia Interactive and is currently building engine features at Outerra from Bratislava. His work spans engine subsystems—animation, serialization, optimization—and cross-platform delivery for consoles and PC, plus Unity porting and online services. An active open-source contributor, he implemented core FBX parsing and mesh/texture loading in the nem0/OpenFBX project, demonstrating low-level file and asset pipeline expertise. Comfortable moving between backend systems and gameplay mechanics, he combines pragmatic bug-fixing with designing reusable engine infrastructure. Outside the obvious, he pairs academic training in computer science with practical ops experience early in his career, having administered servers and user systems before focusing full-time on development.
13 years of coding experience
9 years of employment as a software developer
Master's degree, Computer science, Master's degree, Computer science at Univerzita Komenského v Bratislave
Contributions:6 reviews, 114 commits, 36 PRs in 5 years 3 months
Contributions summary:Mikuláš's contributions primarily involve implementing core functionality for importing and loading FBX files. The commits demonstrate the addition and modification of core structures, including the parsing of various data types from the FBX file format. Furthermore, the user has introduced code to handle the reading of meshes, vertices, normals, and textures. Overall the contributions focus on building up the parsing and loading capabilities of the FBX importer.
Contributions:19 commits, 53 pushes, 2 branches in 10 months
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