Games, tools & strange
little systems
Game developer and technical artist
Selected work
-
01
blackbox
A flight recorder for your computer's performance. It samples CPU, memory, disk, GPU, battery and temperature in the background, then answers
bb why 15:40in plain English when something felt slow. It even shipsbb selftest, which causes real slowdowns and checks that the explanations name the right cause. -
02
CAT — Combat Adaptation Transformer
An adaptive boss AI prototype for Unreal Engine 5.5. It tracks player actions in a rolling combat buffer, runs local NVIGI inference off the game thread, and maps model output into live tactics like
COUNTER_LOWandAGGRESSIVE_PRESSso the boss evolves mid-fight instead of following a script. -
03
Reflex Arc
An LLM-plus-RL architecture that separates deciding from acting. A language model reasons about goals while a learned policy handles low-level control, bridged by a translation layer with offline fallback. I work on the rover track, training in a custom simulator and running on real hardware.
-
04
PulsarSr
A Rust pulsar-search pipeline that reads SIGPROC filterbanks, masks RFI, dedisperses across trial DMs, and runs FFT/harmonic searches. It uses split-data candidate confirmation to accept persistent signals and reject interference, verified against the PRESTO GBT tutorial dataset.
-
05
Yes-Chef
A single-chef kitchen game built in Unity. Customers place orders, you fetch and prepare ingredients before they go stale, and the scoring rules are fully covered by EditMode unit tests.
About
I try to make cool stuff. Games, tools, weird little systems.
Mostly Unity and C#, sometimes Rust, occasionally a local LLM or a Raspberry Pi doing something it should not be doing. I care about gameplay that reacts to you, horror that actually means something, and code that does not break when you poke it.