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++ library designed to explore the intersection of game development and rigorous Test-Driven Development (TDD). By stripping away the visual layer, I shifted the entire focus to core systems and architectural integrity.
This constraint allowed me to prioritize clean, modular C++ and ensure that every mechanic is backed by a robust test suite. The project serves as a sandbox for refining software engineering principles—catching bugs at the design phase and building a codebase that is as maintainable as it is performant.
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.