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Nikita Kuzmin
hello, I'm

Nikita Kuzmin.

19 · Italy · Software Engineer · Open to opportunities

About

building things, shipping fast.

Outside of code: hiking trails, road trips, and obsession with cars.

Education
Computer Science
Sept 2021 – June 2026 · Ravenna, Italy
Experience
2025
Software Engineer
COOPOLIS S.P.A · Full-time
May 2025 – Sept 2025
Joined a regional cooperative full-time, shipping internal web products and public-sector tooling used in production. Designed and delivered Go-based protocols for live energy-consumption data collection on behalf of the Province of Ravenna — a real government pipeline. Worked across the full stack in an Agile cadence, covering feature development, CI/CD, and staged production releases.
Software Developer
Progamma Spa · Internship
Feb 2025 – Mar 2025
Selected by high school for a two-month real-world industry placement at an enterprise software firm. Independently built a full-stack conversational product — threaded messaging, persistent history, and operator-grade management surfaces. Engineered the entire data pipeline from ingest through normalization and storage, maintaining full auditability and referential integrity.
2025
Projects
now
Python · PyTorch · VGG19
Notebook-based CNN inspection project that hooks into a pretrained VGG19, captures intermediate feature maps during a forward pass, and renders the most active channels as grayscale activation images. Layer 22, channel 159 lights up most strongly for the sample statue image.
Python · PyTorch
Convolutional neural network built from scratch in PyTorch to recognize handwritten digits. Two convolution-and-pooling stages extract patterns from raw pixels — from simple edges to the loops and crossings that distinguish digits — feeding into a dense classification head trained end-to-end with SGD and cross-entropy loss to 98.81% test accuracy.
Next.js · TypeScript · Supabase · Gemini API
LLM-powered knowledge pipeline that ingests raw study artifacts — PDFs, YouTube videos, URLs — and transforms them into structured learning sessions: summaries, flashcard decks, quizzes, and concept maps. Designed around active recall principles with a UI optimized for information density and flow.
2026
Rust
Terrain synthesis engine generating richly detailed world maps from pure noise. Hand-rolled value noise over dual height and moisture fields, resolved against a 9-biome classification table and rendered to PNG — zero dependencies, full algorithmic control.
2025
C++
Ground-up implementation of the classic arcade title — engine loop, collision system, sprite rendering, and game state all authored from scratch with no external game framework.
2023
all projects →
Certificates
Contact

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Open to internships and new opportunities.