
Kevin Østerkilde
Senior Software Engineer | Ex-Algolia
Salary / Daily rate
Paris, France
Freelance, open to permanent contract
Remote only
Skills
Languages
Work experience
Senior Software Engineer
KeringFreelance
Feb 2024 - Present
2 years 9 months
Remote
- Post-launch support for Alexander McQueen (Ecommerce) - Pre-Launch and post-launch support for Saint Laurent (Ecommerce) - Internal tools
Software Engineer
Oesterkilde.dk
Nov 2013 - Present
13 years
Copenhagen Area, Denmark
As a freelancer I've had the pleasure of working on a few projects, including a VR project backed directly by Oculus. On top of this, I also helped a small startup getting their app ready for launch on iOS and Android. In summary: • Working with the latest technologies like React-Native and Redux • Optimising workflows with both build tools and design systems • Consulting on UI/UX issues • Basic shader and material creation to allow for modularity
Algolia
Mar 2018 - Dec 2023
5 years 10 months
Paris, France
Software Engineer, Product
Jan 2020 - Dec 2023
4 years
Paris, France
Currently working in our Dashboard Platform team In summary: • Developing and maintaining our internal design system, Satellite • Refactored our Analytics section as well as developed new features • Launched a new weekly email for our AI Synonyms offering as well as implemented several improvements on the feature • Upgraded our plan checkout flow to improve usability and increase conversions
Software Engineer, Marketing
Mar 2018 - Jan 2020
1 year 11 months
Paris Area, France
I was responsible for ensuring consistency in our branding and design across projects, as well as writing clean, consistent code. To ensure this, I built internal tools, such as our UI library, an atomic CSS system and a fully featured WYSIWYG editor to ensure everyone keeps everything to our high standards. In summary: • Maintaining and redesigning several pages across the marketing website and other materials • Building and improving internal tools to help increase workflow efficiency • Developing a strong and robust set of components
React-Native Developer
Evendo
Oct 2017 - Dec 2017
3 months
Copenhagen Area, Capital Region, Denmark
At Evendo I was responsible for building completely new native applications for both iOS and Android. As the sole mobile developer and with an ever evolving set of feature requirements, it was a tough position to be in. The workload never seemed to do anything but increase. However with time, I managed to develop a system that allowed for faster iterations which ultimately lead to completion of the project. in summary: • Close collaboration with the design team to ensure a smooth experience • Build mobile solutions for our customers, both B2C and B2B • Managed the entire mobile pipeline from development & testing to deployment
React-Native Developer
Applaus
Sep 2017 - Sep 2017
1 month
Copenhagen Area, Capital Region, Denmark
At Applaus I was responsible for getting our application ready for launch as soon as possible, both for mobile and the web. In summary: • React, React-Native & ES6 • REST, MongoDB & Redux
Lead Developer
LogicLab
Aug 2016 - Jul 2017
1 year
Copenhagen Area, Denmark
At LogicLab I was the lead developer of a team of 5, developing an event-based multi-platform application. After a year of development the initial version of the app was launched. As lead, I was responsible for prioritising tasks, ensuring our developers understood the tasks assigned to them and didn’t get stuck on a problem for too long. Besides managing, I also stood for the majority of the actual development process itself, as well as designing the visual identity of the brand. The biggest challenge I faced was definitely taking prototype code and making it production-ready, something which caused many headaches. In hindsight it should have been realised that a prototype is just that - A prototype. In summary: • Managed a small team of up to 5 people • Build and prototyped a feature-rich/interactive cross-platform application • Developed the brand and visual identity of the platform
Community Staff
Quixel
Sep 2016 - Jun 2017
10 months
Uppsala, Sweden
At Quixel I was a part of the community staff team, mainly dealing with live customer support and being responsible for anything regarding VRay integration. The “live” part of live support was very important, and users were to expect a reply within a short period of time. That was the main goal of our operation. Besides support, I also helped out with my prior knowledge of having used VRay to ensure the exported shaders from our suite of tools were as accurate as possible. In summary: • Fast and responsive customer support • VRay pipeline improvements and optimisations • General administrative tasks
Frontend Developer
Billetto
Nov 2015 - Aug 2016
10 months
Copenhagen Area, Denmark
At Billetto I was the sole developer in my team, thus being responsible for the vast majority of the development needs. My team being growth hacking, it was very organic traffic oriented and because of this I had to build, prototype and A/B test several landing page designs. On top of this I also launched a brand new organiser onboarding experience that would streamline the process of creating an event. Besides just landing pages, I also overhauled the visual identity of our Zendesk supportcenter to be more in line with the recently updated brand, as well as created smaller widgets such as a pricing module and a quick event creator. In summary: • Built, prototyped and A/B tested multiple landing pages • Launched a new guided organiser onboarding flow • Overhauled Zendesk supportcenter visual look • Helped content creators with optimising their workflows
3D Artist
Craneballs Studios LLC
Jul 2012 - Feb 2015
2 years 8 months
Prague, Czechia
At Craneballs I was a part of a core team of artists in charge of developing all the assets for the series of 3D mobile games, Overkill and Gun Master. My responsibilities was to develop high fidelity, mobile optimised weapon assets to ensure smooth performance on various types of phones, yet be modular enough to allow for the very flexible attachment system to do it’s thing. On top of this, the UV’s of each mesh also had to be planned out properly so as much space as possible could be reused to lower memory consumption. In summary: • Modeling highly detailed, modular meshes • Sticking to strict poly-counts to ensure steady performance
Public Relations
Next-Gen Hard Surface
Aug 2010 - Jul 2013
3 years
I helped Wiktor Öhman on the website by moderating it. The site has since been removed and we're now operating solely through our Facebook group which I'm managing.
Moderator | Public Relations
Machinefloor Inc.
Mar 2009 - Jul 2013
4 years 5 months
gamebanana.com
• Managing the largest section of the platform • Handling all of our various social media accounts
Recruit
Den Kongelige Livgarde
Dec 2011 - Dec 2012
1 year 1 month
3460 Høvelte, Denmark
I was a recruit in The Danish Royal Life Guards.
Education
TEC Lyngby/Ballerup
IT-Support, Information Technology
2014 - 2015
2 years
University of Reading
Mobile games programming, Computer Programming
2014 - 2014
1 year
Activities and societies: Game designing.
I took a 7 week course in mobile games programming to improve myself as an artist.
Selandia-CEU
IT-Support, Information Technology
2012 - 2014
3 years
VUC Vestsjælland
10th. Grade., Math, Danish, English
2010 - 2011
2 years
I studied Danish, English and Math at nivau F-E-D.
Roskilde Produktionsskole
Media and design
2009 - 2010
2 years
Activities and societies: Media, Design, Web, photo editing, video editing, communication
I helped my teachers, teaching my fellow students, seeing as I was beyond the expected skill-level. It was fun for the most part, and I did learn a thing or two along the way.
Roskilde Tekniskeskole
3D, Animation, Web development
2007 - 2008
2 years
Portfolio

Lively.

Internal Page Builder

Satellite Design System
