Custom C++ Engine
Low-level rendering ownership. Independence from commercial engines.
That is the entire budget. Every frame.
Physics. AI. Rendering. Audio. All of it.
Systems & Multiplayer Engineer
Most engineers build features.
I optimize the systems underneath them.
The constraint is what reveals the engineer.
Cache misses. Thread contention. GPU stalls.
These are not edge cases. They are the environment.
Early on, I built systems that functioned. They passed tests. They compiled. They shipped.
Then I started asking: why is this slow? Where is the bottleneck? What does the profiler say? The answer was always the same — data layout.
That shift — from feature-builder to systems engineer — is what this portfolio is about.
Performance is driven by data design, not just algorithms.
Multiplayer is a networking problem, not just a gameplay problem.
Data flow dictates performance. The bottleneck is always the bus.
I know where the bottlenecks are. I know how to eliminate them. What I am actively building is the other half — game feel. The screen shake. The audio cue. The 80ms of anticipation before impact. The code that makes a player lean forward.
Self-awareness is the beginning of growth.
Not finished. In progress. Intentional.
Low-level rendering ownership. Independence from commercial engines.
Production-grade distributed architecture. Not a tutorial clone.
Intelligence layer. Decision systems beyond state machines.
Bridging engineering with player experience. The missing half.