Systems-oriented engineer focused on deterministic simulation, C++ systems, and production-grade build pipelines.
These projects use small games as controlled environments to explore deterministic simulation, state management, and build/release discipline.
- C++ (SDL3) systems with fixed-step simulation and explicit ownership
- Windows build + release pipelines (CMake, vcpkg, packaging + validation gates)
- Background in blockchain (EVM, smart contracts, Huff) and large-scale web systems
- Progression toward lower-level systems work across C, C++, Rust, Zig, and low-level EVM (Huff), with recent focus on C++ systems and execution behavior
- Deterministic simulation-driven game (no engine)
- Windows release pipeline with packaging, dependency staging, and runtime validation
- Distributed via itch.io with installable builds
- Simulation systems informed by horticulture/botany domain modeling
Play on itch.io
Watch trailer
Read the Garden Story
- System-level refactor focused on ownership and boundaries
- Centralized simulation orchestration
- Rendering consumes read-only state (separation enforced)
- Deterministic fixed-step simulation
- State-machine driven gameplay slices (incremental, testable)
- Strict control over update order and mutation
More on my C++ systems approach
- Smart contracts with focus on EVM execution behavior
- Low-level exploration with Huff
- Systems emphasizing determinism and correctness
Selected projects:

