I design and build deterministic systems that operate under real-world constraints — from high-volume data pipelines to game AI, simulations, and tooling.
I specialize in turning complex, constraint-heavy problems into maintainable, observable systems.
- Backend-heavy application logic and data pipelines
- Performance-critical SQL and data modeling
- Simulation, automation, and AI decision systems
- Developer tooling and visualization for debugging complex behavior
My professional work involves real world large-scale operational systems.
Public repositories focus on tooling, simulations, and exploratory systems.
- High-throughput SQL Server development
- Data validation, sequencing, and state management
- Set-based refactors of legacy procedural logic
- Observability-driven design (debug flags, traceability, visual validation)
- Unity-based AI behavior systems (navigation, avoidance, prioritization)
- Swarm and group behavior modeling
- Runtime patching and instrumentation (Harmony / BepInEx)
- Deterministic decision logic over heuristic black boxes
- Browser-based simulations (Canvas / WebGL)
- Shader-driven visual debugging
- Interactive tools to reason about invisible systems
- Deterministic systems are easier to debug than clever ones
- Make behavior visible before optimizing it
- Replace procedural sprawl with data-driven pipelines
- Prefer correctness and observability over premature abstraction
- Refactor toward simplicity, not minimal lines of code
C# · SQL · Python · Lua · Bash
SQL Server · PostgreSQL · MySQL · Oracle · SQLite
High-volume stored procedures · query optimization · schema design
Unity · ECS concepts · Harmony · BepInEx
AI navigation · behavior systems · procedural logic
HTML · CSS · Canvas · WebGL · Shaders
Linux · Azure · Git · GitLab · CI/CD
Developer tooling · automation · scripting
- Simulation and visualization experiments
- Game automation and AI behavior tooling
- Performance-oriented refactors and utilities
- Exploratory projects for testing system ideas


