Dance World
An online dance game powered by Unreal Engine 4. It has been in release since 2019 and has been my main work project since then.
Frontend roots • Dance World • Game infrastructure
Wadimich online — frontend-focused full-stack developer with 10+ years of experience.
I build complex web apps, game services, launchers, admin panels and production infrastructure. My main project and work since 2019 is Dance World, an online dance game with its own client, backend and infrastructure.
Positioning
I can take a product end to end: interfaces, backend, infrastructure, game servers, launcher, deployment, updates and real-world operations.
My strongest value appears where a project needs both polished UI work and someone who can ship, maintain and evolve the whole system in production.
An online dance game powered by Unreal Engine 4. It has been in release since 2019 and has been my main work project since then.
I think beyond implementation: updates, resilience, logs, monitoring, servers and player support matter as much as the code itself.
My taste leans toward space, heavy bass, dubstep/brostep, festival energy and games where deep systems matter.
Core capabilities
My main focus is complex web products, game-related services and the infrastructure that keeps them alive.
Main project
Formally it is one large project, but inside it lives a full product and technical ecosystem: client, website, API, admin panel, launcher, game servers, updates, monitoring and live operations.
The game client and server side of Dance World: an online dance game with modes, events, collections, rewards and player support.
The web layer of the project: public website, backend API and admin panel for players, content and events.
The delivery and operations layer: launcher, client updates, Linux servers, monitoring, logs and production support.
Personal layer
Outside work code, I gravitate toward games with systems, exploration and long-term depth. I read Pikabu and IT sites, keep learning new things and bring useful ideas back into work.
How I work
If the issue sits in the API, deployment, monitoring or game server layer, I do not pretend it is out of scope just because the UI is involved too.
Writing the code is only part of the job. It also needs to update cleanly, stay observable, survive real usage and keep working for users.
Especially where interfaces, backend, desktop, game logic and infrastructure overlap. That is where engineering gets interesting.
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