Hi, I am Aleksandr Potapov or just Alex
I am an AI Product Engineer with 5+ years of experience building user-facing AI applications, interactive web products, and performance-sensitive systems.
I enjoy working across the full stack of complex products — from designing LLM-powered workflows, APIs, and cloud-backed features to building low-level rendering systems for game engines and flight simulators.
- 2022 – now · The Bricks · AI Product / Frontend · Toronto, Canada
- 2021 – 2022 · Eagle Dynamics · 3D Graphics · Moscow, Russia
- 2020 – 2021 · Nanosemantics · C++ / Python · Moscow, Russia
What I Work With
- Frontend: TypeScript, React, SolidJS
- AI Applications: LLM-powered workflows, prompt engineering, LLM evaluation, agent orchestration
- Backend: Node.js, API design, AWS CDK, S3, DynamoDB
- Testing & Reliability: Playwright, Sentry
- 2D/3D Graphics: WebGL/WebGPU, C++, Vulkan API, HLSL/GLSL
- Other: Python, DSL parsing
Experience
Software Engineer, AI Product & Frontend
The Bricks, Inc · Toronto, Canada
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- Built core product features for an AI-first spreadsheet/BI web application, including interactive data visualization, dashboard workflows, and spreadsheet experiences used by 100K+ total users.
- Designed and shipped AI-generated auto-refreshable dashboards, combining sandboxed query execution, dependency tracking, and backend orchestration to turn user intent into live product features.
- Designed supporting Node.js APIs and worked with AWS CDK to provision cloud infrastructure, including S3 and DynamoDB resources powering AI-driven workflows.
- Analyzed user interaction data and collaborated with product to redesign key workflows, increasing subscription conversion rate from 1% to 6% within a year.
- Improved engineering velocity and reliability by introducing Playwright automation and LLM-based evaluation, reducing average feature development time by 25%.
3D Graphics Software Developer
Eagle Dynamics · Moscow, Russia
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- Implemented a Vulkan rendering backend to replace an older DirectX 11 one; improved performance by ~15% on average and enabled adoption of modern rendering features.
- Created an automated pipeline converting legacy FX/DirectX shaders to SPIR-V, saving dozens of hours during migration.
- Optimized GPU memory allocation and usage; leveraged buffer sharing and texture memory aliasing to reduce VRAM usage by ~10%.
C++ / Python Software Developer
Nanosemantics Lab · Moscow, Russia
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- Migrated a handwritten C parser to Lark (Python), reducing the parsing codebase by 2x+ and accelerating feature development.
- Extended a custom chatbot DSL with conditionals, loops, and function calls, enabling more complex interaction logic; benefited 60%+ of company customers.
Projects
The Bricks · AI Product / Frontend Developer
Bricks is the project I've been working on for the last 4 years. It started as a lightweight fast multi-user web spreadsheet, but soon became an AI-powered tool for generating dashboards. I designed LLM workflows and supporting backend APIs that clean up, organize and analyze user data, plan AI-generated outputs, and produce live dashboards with interactive insights, charts, and tables. Everything can be controlled and tuned by prompting AI, and all data is automatically updated from connected sources.
DCS World · 3D Graphics Developer
At Eagle Dynamics I worked as a rendering engineer responsible for porting the game engine from DirectX11 to Vulkan API. I implemented the new rendering backend with render graph architecture on top, optimized engine performance and set up a pipeline for cross-compiling FX shaders to SPIR-V.
MxEngine · Author
MxEngine is one of the biggest open-source projects I did in my free time. It's a 3D game engine with all the core features: dynamic lighting and shadows, PBR rendering pipeline, asset manager, runtime scene editing and script compilation, Entity Component System, physics and sounds — written fully in C++ with modern OpenGL.
OpenClaw Workflow · Developer
During my time at Bricks I was also working on the OpenClaw workflow system. OpenClaw is an AI orchestration engine which was deployed internally for our company and connected to Linear and Slack. Our OpenClaw agent autonomously picks up tasks from Linear, plans them based on accumulated product and codebase knowledge, executes, tests and deploys the code changes on a separate branch, which is then reviewed by engineers. This system let us automate internal processes and save a lot of time on repetitive tasks.
Voxellaneous · Author WIP
Voxellaneous is a side project I am currently working on — a voxel engine written fully in TypeScript with WebGPU. The goal is to create a highly modular and extensible engine running fully in the browser, with ability to connect with other players and share voxel worlds. I am also treating this project as a playground for LLM experiments - the code is generated fully by Claude Code, and engine modding API will be designed around prompting AI to generate new features and content.
Education
National Research University, Higher School of Economics
Moscow, Russia
Bachelor's Degree — Software Engineering, Computer Science Faculty
Contact
Open to discussing new opportunities, interesting projects, or collaborations.