DevOps
Researching Docker, Podman, Kubernetes, Terraform, Kafka, and other modern tools in self-hosted environments, with a focus on reliable systems.
Software engineer
Software developer with 8+ years of experience. I enjoy challenging tasks, creating new solutions, and reimagining existing ones.
Production work across several fields, freelance engagements, and many personal experiments have helped me adapt quickly and choose tools around the problem.
Researching Docker, Podman, Kubernetes, Terraform, Kafka, and other modern tools in self-hosted environments, with a focus on reliable systems.
Designing reliable systems with clear boundaries, deliberate service communication, and room to evolve.
Modern frameworks chosen around project needs, with attention to performance, compatibility, accessibility, and maintainable interfaces.
Extensive production and personal-project experience across all aspects of game development, from gameplay and tools to technical art; 3D Modeling as a hobby.
Rendering, shaders, VFX, 3D workflows, and practical pipelines that connect engineering with visual craft.
Careful use of AI where its work remains scoped, observable, testable, and reviewable, while exploring new ways to integrate it into software and workflows.

A commercial trip-video renderer built and supported end to end by its solo developer, used by influencers to turn journeys into shareable videos.
Themes and features, profiling and optimization, a WebSocket render API, multiple encoders, hardware adaptations, shaders, and case-specific rendering.

A custom, configurable dashboard focused on Compose projects, with an adaptive layout, near-zero idle CPU use, and a sub-20 MB memory footprint.
One compact Rust process with an embedded SolidJS UI, SQLite history, automatic project discovery, and responsive light and dark views.

A project-scoped task board where planning, implementation, and review can each launch an AI coding agent into an isolated worktree.
Rust control plane and MCP server, React interface, branch continuity, task comments, attachments, and live agent state.
A production-like home environment for identity-aware services, private networking, monitoring, collaboration, and recovery practice.
Rootless containers, shared OIDC, Caddy ingress, encrypted backups, restore drills, and automatic reboot recovery.

A local-first catalog for Pi extensions, skills, prompts, and themes with explainable rankings and deliberately bounded npm risk reports.
React search interface, localhost Node API, SQLite catalog, ingestion scheduler, comparisons, and guarded installation flows.

An independent infinite-canvas editor with a Rust/WASM core, a SolidJS interface, local-first behavior, and authenticated persistence.
Canvas rendering, versioned documents, shapes, text, bindings, history, offline use, OIDC sessions, and PostgreSQL storage.

A mid-core action survival game for mobile devices.
Game logic, gameplay systems, the tutorial, UI screens, profiling, and production support.

Developed with the team from an early medieval shield-runner prototype through release.
Gameplay, UI, VFX libraries, optimized crowds, Addressables, and other Unity systems; plus several studio prototypes.
Cross-OS configuration management from a high-level TOML model, compiling device intent into deterministic, inspectable system candidates with portable rollback records.
A narrow upstream-friendly fork that requires a password after a valid passkey for normal login and fresh reauthentication.
Software engineer · Unity video rendering
Built rendering, animation, tooling, and reliability work for automated travel-map videos.
Software developer · product work
A short product-development engagement on a room-planning application.
Unity developer · gameplay and product
Game logic, client/server systems, tutorials, UI, profiling, and production support for Exile Survival.
Unity developer · gameplay and tools
Gameplay, UI, VFX libraries, optimized crowds, Addressables, production work on Zombie Land Rush, and several studio prototypes.
I am looking for freelance or full-time work in product engineering, systems, developer tools, Rust, web, infrastructure, and gamedev.