Senior Front-End & Full-Stack Developer with a creative edge, bringing 20+ years of experience building web, mobile, and desktop applications, often with a strong focus on interactivity, design, and performance.
I’ve led and contributed to a wide range of projects: SaaS platforms, promotional websites, product UIs, branded mini-games, and internal tools. My front-end work is grounded in clean architecture and thoughtful UX, often incorporating motion and custom interfaces using Vue, React, or plain HTML & CSS. On the back end, I’ve built and maintained APIs, managed databases, and helped shape scalable systems using tools like Node.js, Deno, PHP, MySQL, and various frameworks as needed.
Over the years, I’ve also spent quite some time exploring game development, creating full-fledged games, engines, tools, and prototypes, mostly independently. I’ve worked professionally on a few arcade-style games and prototypes (Unity/C#), while continuing to develop personal projects to experiment with gameplay mechanics, AI, and procedural systems.
Technical strengths: Vue.js, React, TypeScript, Unity, C#, Three.js, JavaScript, WebGL, Node.js, Deno, SQL, Web3.js, Haxe, HTML/CSS Also experienced with: Photoshop, Animate, Figma, Illustrator, Reason, SoundForge, and more. Quick to adapt to any object-oriented language such as Python, Java, Dart, and others.
I’ve worked across creative agencies, product companies, and tech teams, taking projects from concept to deployment, always aiming for something clean, usable, and meaningful.
Happy to connect about front-end projects, full-stack work, creative tools, game dev, or weird ideas.
Mask of War was a multiplayer, cross-platform turn-based strategy game prototype, set in a steampunk-inspired universe. The project was initiated with a co-founder, with the goal of building a playable prototype that could attract funding.
Took the role of lead developer and co-founder, overseeing the entire development stack: game mechanics, networking, scene setup, and system architecture.
Developed both the client-side gameplay logic and the server-side multiplayer architecture using Photon.
Integrated all artwork, models, animations, sound effects, etc.
Designed and tested experimental gameplay systems, including simultaneous turn execution and early AI support for solo play.
Led a small interdisciplinary team (artists, animators, 3D modelers), handled feature planning, narrative direction, and overall game vision.
Although the project ended early due to difficulties securing funding despite active efforts, it provided valuable experience in prototyping, team leadership, and networked game architecture.