Hendrik Müller-Röhr

Hendrik Müller-Röhr

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Rising Codementor
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ABOUT ME
7 years of front end power at your disposal
7 years of front end power at your disposal

Hi I am Hendrik,
thank you for stumbling onto my profile.

I have been working as a developer since 2012 following my studies, my main background are web-games written in Pixijs and TypeScript. Creating some of the most amazing slotgames the web has seen so far.

Which naturally leads to my main experience be that of the mundane front end developer that writes his stuff in JavaScript or TypeScript.

But I am also capable of writing code in Java/C# and a bit of C++ which I am trying to get back to at the moment.

German, Indonesian, Swedish, English
Berlin (+02:00)
Joined June 2019

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SOCIAL PRESENCE
GitHub
react-picture-tools
JavaScript
0
0
city-generator
OpenGL Sideproject to procedural generate a Cityscape
C++
0
0
EMPLOYMENTS
Frontend Developer
Fitogram GmbH
2018-09-01-2021-01-01

Tasked with optimising the main application in terms of loading speed and overall performance, by reducing API calls and bundling data...

Tasked with optimising the main application in terms of loading speed and overall performance, by reducing API calls and bundling data in an optimised format. Removing overhead by implementing reusable components and extracing commonly used features. Introduced Redux into the application base and optimised returned server data for faster parsing to reduce lag and stutter using the web application.

React
Redux
Performance Optimization
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React
Redux
Performance Optimization
Software architecture
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Client Developer
Quickspin AB
2017-01-01-2018-08-01
Tasked with create minimal impact addon features for slot games, I created an inhouse framework for integration and hotloading features w...
Tasked with create minimal impact addon features for slot games, I created an inhouse framework for integration and hotloading features with minimal memory footprint. Mainly Achievements, Challenges and Tournaments. The games were created using WebGL and Pixi.js again, the features were using the same stack of technologies. But were created on a much lower level without any overhead functionality from the game framework. The communication to the game was created by using a facade layer as an API to make hot loading possible. The loading algorithm is using a socket to be triggered when a feature is activated by the platform.
WebGL
TypeScript
JavaScript
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WebGL
TypeScript
JavaScript
Performance Optimization
Solution Architecture
Software architecture
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Flash/JavaScript Game Client Developer
adp Gauselmann Gmbh
2012-10-01-2016-12-01
First job after Studiying, responsible for create slot games for online platforms. First written in Flash using ActionScript 3.0. Created...
First job after Studiying, responsible for create slot games for online platforms. First written in Flash using ActionScript 3.0. Created first framework in JavaScript using the Canvas API to switch to native HTML5/JavaScript it was done by utilising a 2D Game Engine called ImpactJS. After 3 Months of development the framework was ready, but phased out after just 1 Year because it was too slow. Created second framework based on WebGL and Pixi.js, which is still the base for the current generation of online slot games.
WebGL
Game
JavaScript
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WebGL
Game
JavaScript
Performance Optimization
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PROJECTS
Procedural City GeneratorView Project
2019
I discovered a blog article a few years ago about creating a city scape from code. I found it again and now I am trying to recreate this ...
I discovered a blog article a few years ago about creating a city scape from code. I found it again and now I am trying to recreate this post again. It's a part time project as it's just for fun to see where it ends, so commits might be scarce.
C++
Game
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C++
Game
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