I’m a programmer focused on networking, engine-level systems, and technical gameplay systems.
Most of my work so far has been in C++, mainly with Unreal Engine, where I’ve built multiplayer systems, gameplay frameworks, tools, and the occasional weird technical experiment. I’m also starting to explore Rust / Bevy.
I’m especially into:
- Multiplayer and netcode
- Engine-level and low-level technical systems
- Tooling and clean, debuggable workflows
- Gameplay systems with strong underlying architecture
- Audio / music tech experiments
- Self-hosted workflows and servers
- Anything Linux
Some featured work below:
- BombermanMultiplayer – authoritative client-server multiplayer in C++ / SDL2 with ENet, including prediction, diagnostics, and documentation
- UE5-AbilitySystemFramework-Slice – Gameplay Ability System sample work and gameplay architecture patterns, fully network-ready
- TankAI-DecisionMaking – AI decision-making sample with a debugging and tooling focus in raylib
- UnrealJUCE-Lab – Unreal Engine plugin experiment for low-latency audio, VST instruments, and MIDI integration using JUCE
Currently working on an asynchronous networked game in Rust / Bevy.
