
Backend Developer
Евгений Ходенко
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Professional profile
Евгений Ходенко
Backend Developer
About
Backend Developer (Python / NestJS / PHP) · Ferma, Omsk · 2022–2023 and 2024 – July 2026 Two stints at an ad agency: automation, call tracking, and subcontract work for larger integrators. Call-tracking and lead-gen platform (Python / FastAPI). Rebuilt the backend core to replace an unreliable legacy system. Set up one service container used by the API, Taskiq workers, and CLI commands. Built dynamic number replacement from UTM tags, with Novofon and Yandex Direct for end-to-end analytics. Connected a client PBX (Tele2) and automated callback tracking for missed calls. Moved heavy third-party calls to Taskiq workers on Redis. Containerized the app with Docker Compose and local image builds so it could run on a small server. Enterprise system for MIPT (NestJS / TypeScript), subcontract via IBS. Joined a large internal codebase with no onboarding or docs and shipped features to a tight deadline. Learned the architecture inside the client network without dedicated support. Delivered the requested features while keeping the existing code style. Worked with the current PostgreSQL schema through TypeORM and adjusted queries to fit database limits. Backend Developer (Python / PHP) · Raiffeisenbank, outstaff · 2023–2024 About a year on the client’s distributed team, between the two Ferma stints. Rewrote an internal service that tracked influencer ad placements and calculated payouts (Laravel, PostgreSQL, Docker). The outstaff contract then ended. Backend Developer (PHP) · Sklad220 · 2019–2022 OpenCart store for lighting and electrical equipment. Built catalog sync from scratch: parse and update stock from about ten suppliers and several file formats. Tuned the MySQL/MariaDB schema so catalog search and filters stayed fast. Added backend features, payment gateways, and delivery integrations. C++ Software Engineer · Wellore · 2011–2016 Commercial games and internal tools. Built a texture-atlas packer that merged textures and generated coordinate scripts to cut VRAM use. Built a scene editor (Qt + the game engine): a node tree, Flash-style layout, and macros for animation. Ported and shipped titles to macOS, iOS, and Android. Integrated publisher ad and monetization SDKs.
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