Michał Kmiecik - Java Software Engineer

Michał KmiecikJava Software Engineer & B2B SaaS Founder

Poznań, Poland

Building high-scale enterprise systems and profitable business solutions. Expert in Java, DDD, and turning code into revenue.

Get in touch

Architecture & Philosophy

Building enterprise systems that scale. My approach combines battle-tested patterns with pragmatic engineering decisions.

Core Expertise

JavaSpring BootMicroservicesEvent SourcingDDDAWSSystem DesignCQRSKafkaPostgreSQL

Recommended Reading

Designing Data-Intensive Applications cover

Designing Data-Intensive Applications

Martin Kleppmann

Release It! cover

Release It!

Michael T. Nygard

System Design Interview cover

System Design Interview

Alex Xu

Building Microservices cover

Building Microservices

Sam Newman

Flagship Business Products

Production-grade B2B SaaS solutions with paying customers

R&D Lab & Hobby Projects

Technology playgrounds for exploring new architectures and ideas

Latest posts

See all posts
How I got my first paying SaaS customer in a boring niche

How I got my first paying SaaS customer in a boring niche

July 18, 2025

How I turned a stagnant product into my first revenue-generating SaaS by refining the offer, talking to real users, and running targeted ads.

My first AI agent: scans Reddit, sends me business ideas every morning

My first AI agent: scans Reddit, sends me business ideas every morning

June 15, 2025

Built in 3 hours: an AI tool that searches Reddit for user pain points, scores them by business potential, and emails me a daily report. A simple but powerful way to spot ideas worth building.

What I’ve been up to lately, thoughts on AI, and 10 lessons from Pozitive Tech 2024

What I’ve been up to lately, thoughts on AI, and 10 lessons from Pozitive Tech 2024

December 11, 2024

A personal update on recent business moves, reflections on the fast-moving world of AI, and key takeaways from the Pozitive Technologies 2024 conference-including some surprising facts you might not expect.

Building an indie MMORPG – part 7: Login, database persistence, monsters, items and obstacles

Building an indie MMORPG – part 7: Login, database persistence, monsters, items and obstacles

October 3, 2024

Implementation of registration and login system with a welcome screen. Game state persistence in MongoDB. Introduction of monsters with basic AI, item corpses, and tile-blocking obstacles like trees and rocks.

Building an indie MMORPG – part 6: Player vs Player combat, shared tiles, and new layout

Building an indie MMORPG – part 6: Player vs Player combat, shared tiles, and new layout

August 1, 2024

First version of melee combat between players. Exception-based support for multiple players on one tile. New UI layout with left and right panels. Backend model restructuring and streamlined state management.

Building an indie MMORPG – part 5: smooth movement, player rotation & dynamic map loading

Building an indie MMORPG – part 5: smooth movement, player rotation & dynamic map loading

July 25, 2024

Fluid walking and rotation, real-time updates for nearby players, dynamic map chunk loading and cleanup, plus key backend threading and serialization improvements.