I'm a systems and tools programmer with a focus on game systems, simulation, and engine architecture. My interests center on how large-scale online worlds are built, the combat models, state machines, and data pipelines that keep them running. I enjoy rebuilding or reimplementing classic engine techniques from scratch to understand their tradeoffs and performance characteristics.
By day I work as a Data Quality Analyst at Revelyst (San Diego), building Python/PySpark pipelines, geospatial scoring algorithms, and data infrastructure in Databricks and Azure. I hold a B.S. in Computer Science from WGU (2024).
Languages: C++, Python, SQL, Go, C
Tools: SDL2, SQLite, Databricks, Azure, PySpark, Git
A C++ simulation game inspired by World of Warcraft raid design and sports management sims (Football Manager, OOTP Baseball). The core idea: give players a sandbox to theory-craft raid compositions, manage raider personalities and performance, and race for clear-time leaderboard rankings.
Features in development:
Stack: C++, SDL2/SFML, ImGui, SQLite
I'm also building a companion Tool Editor in C# (WinForms, .NET 8) for authoring the simulator's JSON data files — ability definitions, boss scripts, loot tables. Intended as a standalone tools programming portfolio piece.
Ludum Dare game jam entry. Built in Python/Pygame over 48 hours.
CLI todo tool with local SQLite storage, written in Go.