Game Development
I design and implement gameplay systems with Unreal Engine and C++. From input and camera to AI and UI, I focus on clean architecture, readable blueprints, and measurable performance.
Developer • Creator • Engineer
I build high-performance software and interactive experiences, and I share everything I learn with the community. My work sits at the intersection of systems programming, game development, and tooling — with a practical, hands-on approach and a focus on clarity, performance, and UX.
I design and implement gameplay systems with Unreal Engine and C++. From input and camera to AI and UI, I focus on clean architecture, readable blueprints, and measurable performance.
I build command-line tools, desktop utilities, and libraries in C++, Rust, and Go. My priorities: correctness, ergonomics, and developer experience.
I ship Qt-based apps with responsive UIs and robust backends. I obsess over little details — from event loops to keyboard navigation — that make apps feel “right”.
I create practical tutorials and breakdowns to help developers level up faster — keeping explanations transparent, example-driven, and production-minded.
Readable code and honest documentation beat “magic”. Future-me should thank present-me.
Profile first, optimize second. Data decides when performance matters and where.
Automate boring work. Build utilities that save minutes every day — it compounds.
Share real workflows, not toy examples. The best tutorial is a production-ready pattern.
Dove into programming and game modding. Learned by breaking things and fixing them.
Built across stacks — gameplay, tools, and backend systems — and leaned into performance.
Creating content, mentoring devs, and focusing on shipping reliable, well-documented software.
I’m open to collaborations, code reviews, and knowledge sharing. If you’re working on something interesting — tools, systems, or gameplay — I’d love to hear about it.