C++ developer focused on systems programming, performance, runtimes and engine/tooling development.
Experimental C++20 CPU inference runtime for SmolLM2.
Implements model loading, tokenization and transformer execution with a custom CPU backend, FP16/FP32 tensor storage, KV cache, RoPE, attention, SIMD kernels and a custom multithreaded work-stealing scheduler.
C++20 game engine and editor project.
Includes a batched OpenGL renderer, world/entity management, asset and virtual filesystem layers, audio, event dispatching, a job system and ImGui-based editor tooling.
C++/OpenGL visual novel engine built in 13 days for AniVisual Jam #3 and used to build The Last Evening by Candlelight.
Narrative 3D game built with Godot and C#.
Contains custom gameplay architecture, FSMs, logging/debug tooling, FMOD audio integration, localization, dialogue systems and gameplay analytics.
In 2023 I also worked for a short period on the Kraken Online C++ client, primarily debugging gameplay/client code and investigating networking.
During the same period I independently worked with legacy CryEngine/Lumberyard codebases: recovering builds, source-level debugging and investigating engine, entity and gameplay systems.
C++ · Multithreading · SIMD · CPU/GPU performance · CMake · Conan · Linux · Windows
Interested in inference runtimes, operating systems, security software, embedded systems, robotics and engine/runtime development.
Email: [email protected]


