Building multiplayer worlds with clean architecture and scalable systems.
The year that changed my life. My parents bought a computer for our house and not much after that I got curious about how games were made. The rest is history.
Built my first website using PHP. I was learning to code with a mentor on MSN who patiently answered all my beginner questions.
Co-founded a web development agency. From client meetings to late-night deployments, this was my crash course in running a business.
After dabbling with DarkBASIC, I dove into Unity. Game development had always been the dream, now I had the tools to pursue it seriously.
Joined a company building franchise management software. Complex multi-tenant systems, business logic, and real-world scale.
Moved into financial systems development. Payment integrations, compliance requirements, and the weight of handling real money.
Finally made the leap, my first full-time position as a game developer. Years of side projects and learning had led to this.
Seeking my next challenge. Whether it's multiplayer systems, game architecture, or something entirely new. I'm ready.
Full-stack multiplayer game development
Bomb Tank is a "mutiplayer 2D turn-based artillery shooter", i've been a core contributor to this project for over 3 years, with substantial work across virtually every major system in the codebase.
A WW2 multiplayer FPS, my pet project.
This is my pet project, a sandbox where I learn the ins and outs of game development. Going the indie route is challenging, but totally worth it.
Full-stack multiplayer game development
A management tycoon game under NDA that will be released soon. Build from the ground up to be a highly maintanable project with heavy use of custom tooling and external workflows
High-performance GPU crowd animation
When a friend asked for help with his project-he was struggling to render many characters on screen. I happily took on the challenge.
Implementation of GPU-accelerated crowd animation using Unity's Entity Component System and the Rukhanka animation library. Focused on achieving high character counts while maintaining smooth frame rates.
Exploring the AI/ML landscape
A continuous exploration of AI and machine learning tools, focusing on practical applications for creative and development workflows. From running local LLMs to building complex automation pipelines, this sandbox represents hands-on experience with the rapidly evolving AI ecosystem.
A decade of building for the web
Before diving full-time into Unity, I spent over a decade building web applications across virtually every domain. This isn't a showcase, it's a journal of the experiences that shaped how I think about software architecture, scalability, and shipping products that real people use.
Built platforms for managing multi-location franchise operations, inventory tracking, royalty calculations, franchisee portals, and centralized reporting dashboards.
Developed financial systems handling real transactions, payment gateway integrations, invoicing platforms, and compliance-heavy reporting tools.
End-to-end SaaS development: subscription management, multi-tenant architectures, user onboarding flows, and the never-ending feature requests.
Custom storefronts, inventory management, shopping carts, checkout flows, and all the edge cases that come with people trying to buy things online.
The bread and butter, countless corporate sites, landing pages, CMS implementations, and "can you make the logo bigger" requests.
Admin panels, content management systems, analytics dashboards, and internal tools that made businesses actually run.
I'm currently open to new opportunities in game development. Whether you have a project in mind or just want to connect, feel free to reach out.