I build the systems that ship games. From multithreaded conveyor networks processing 50K resources to custom Vulkan pipelines doubling frame rates — I solve the hard engineering problems that make or break production titles.
>>> STATUS: AVAILABLE
>>> SHIPPED: 5 TITLES
>>> LEAD EXP: 4+ YEARS
4 years as lead engineer on a Factorio-scale lunar base builder. I engineered a multithreaded conveyor system processing 50,000+ resources in under 2ms, enabling massive factory builds without lag.
Short-term contract to solve pain points in a bodycam horror simulation with strong community buzz.
Cyberpunk action RPG. Reworked the combat and camera systems for tighter gun-fu feel inspired by Max Payne — directly improved player engagement metrics.
MMO RPG. Built multiplayer on UE5 GAS for hundreds of concurrent players. Optimized networking to cut bandwidth by 40%, resolving desync issues breaking the player economy.
Stabilized a struggling codebase — cut bug count by 70%. Overhauled the UI library (QT6). Re-architected backend/launcher/game integration, eliminating cross-module failures.
Building core systems for a real-time sports title. Camera System with broadcast-quality tracking, Rally Replay with slow-motion and filtering, Reaction Systems, Commentator System. 80+ tasks across 25+ sprints.