Full-stack, AI, cloud
Software
I like building products and systems that feel clean to use and solid under the hood, from AI tools to serverless backend work.
Full-stack, AI, cloud
I like building products and systems that feel clean to use and solid under the hood, from AI tools to serverless backend work.
Design, systems, feel
I work across game design and development, usually focusing on mechanics, tone, UI, and making systems feel good to play with.
Labs, prototypes, iteration
I enjoy the research side too, especially when prototyping, playtesting, and experimentation directly shape the final build.
Main Track
On the CS side, I am drawn to systems with moving parts: full-stack products, cloud-backed services, AI tooling, and projects where the technical architecture actually matters. I have worked across Java, Python, C, JavaScript, and TypeScript, and I like the point where a rough idea turns into something real, usable, and reliable.
Side Path
On the game side, I am both a designer and a developer. I like the overlap between mechanics, tone, interface, and engineering, which is what pulled me toward horror games, management sims, and research-driven prototypes. I treat game design as systems thinking with personality, not just presentation layered on top.
Engineering
Next.js, TypeScript, FastAPI, Python, MongoDB, ReactFlow, TanStack Query, Zustand, Claude API, Tailwind CSS, Vitest, pytest
An AI-powered game design platform moving through six stages: concept and GDD generation, systems and balance analysis, asset production with Unity guides, AI playtesting, deployment tools, and a Tauri desktop workflow.
React, FastAPI, CoinGecko API
A full-stack cryptocurrency dashboard with live market tracking, interactive candlestick charts, crypto news, wallet-based portfolio analysis, and AI-style insight features.
Play
Unity, C#, 2D Horror
A horror game focused on atmosphere, progression, enemy behaviors, and modular systems that could expand without collapsing under their own weight.
GameMaker Studio, GML, Pixel Art
A pixel-art management sim about feeding a struggling town with limited ingredients, recurring NPCs, and a mechanics-driven nutrition scoring loop.
Open Channel