Modern C++ Development
Expertise in C++17/20 features, STL, smart pointers, and design patterns for robust applications.
Hi there, I'm
C++ Junior Systems Developer & Architectural Specialist
Leveraging 3+ Years of Full-Stack Maturity to Build Scalable Game Systems
Email LinkedIn GitHub (Code Samples)C++ Programming Competencies
Expertise in C++17/20 features, STL, smart pointers, and design patterns for robust applications.
Implementing SOLID Principles in C++ to create robust and maintainable code.
Ensured low-latency UI feedback by managing game state in C++ setters, utilizing the **Unreal Reflection System** to reliably update Blueprint UMG widgets.
I'm not afraid of learning new things, always eager to expand my skillset.
Design & Planning: UML/Relational Modeling
Detailed C++ class architecture, relational DB design before implementation ensuring SOLID principles and clean code.
Wireframing and creating high fidelity mockups for game HUDs and menus.
Showcasing projects, architecture, and code maturity. Click any row for a deep dive.
The Blind Necromancer is a C++ game library that I've been working on to practice Test-Driven Development (TDD) in a game development context. I very much enjoyed working on this project as it allowed me to focus on building clean, modular C++ systems with a strong emphasis on testing and code quality.
Removing the need for visuals enabled me to focus on the core game logic and architecture, ensuring that my C++ code is robust, maintainable, and well-tested. By writing tests first, I can ensure that my code is designed for testability and that I catch bugs early in the development process. This project has been a great way for me to hone my C++ skills and practice good software engineering principles.
Please do give it a try and let me know what you think!
This is very much a work-in-progress, concept game where I focus on building scalable C++ systems around object-oriented design (OOP) and game architecture.
By structuring gameplay systems around clear, data-driven states (e.g. movement, targeting, AI, and abilities), I can expose just the right parameters and events to the animation layer. This separation of concerns keeps the C++ side focused on authoritative game rules while giving animators clean hooks (tags, notifies, and state enums) to sync motion, VFX, and UI feedback without constantly revisiting core code.
Leveraging architectural maturity, data integrity focus, and pipeline awareness from my professional background to build robust game systems. Click any row for a deep dive.
Transforming conceptual ideas into high-performance prototypes. I engineered a global hexagonal grid system where each individual cell features:
By leveraging PostGIS and a Martin tile server, I streamlined the pipeline from GeoJSON to vector tiles—enabling full-world generation in seconds.
Geospatial queries? Multiplayer? I build robust, scalable solutions. If you have a technical challenge, I’ll get it done.
I specialized in designing rock-solid Finite State Machines (FSMs) for complex logic (e.g., Poker and Blackjack). The primary focus was transaction integrity and reliable state synchronization with visual assets.
This proves/helps my competence in building reliable, state-driven C++ game systems and creating interfaces. that ensure game logic and animations remain perfectly in sync, enhancing player experience.
Horizontally scaled for hundreds of game tables!
Due to roblox restrictions, this project development was stopped. Roblox game
Here's a compilation video! Project active: 2023 – 2024Three years of professional experience designing scalable, modular APIs using Node.js instilled a firm commitment to clean interfaces, SOLID principles, and dependency management.
This maturity is critical for game development, directly informing the architecture of clean C++ Engine Subsystems that are loosely coupled, unit-testable, and maintainable. I build systems that scale, not just features that work!
My proficiency with Docker and deployment pipelines (CI/CD) ensures I understand how to create standardized, reproducible environments.
The ability to manage complex toolchains and dependencies directly translates to optimizing Continuous Integration/Deployment (CI/CD) pipelines in a C++ environment, meaning fewer "works on my machine" bugs.
Beyond code, my hobby knowledge (Sculpting, Retopology, Animation) provides an understanding of asset constraints and the artist's workflow. For smooth collaboration between the programming and art teams.