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.
ActionScript 3, Adobe Flash, Sound Design, Game Design
Space Cropper 2 is the sequel to my original action-arcade game Space Cropper, developed entirely in pure Flash and ActionScript 3. The game combines fast-paced gameplay, stylized visuals, and custom audio to deliver a polished arcade experience.
Sole developer: Handled everything from core mechanics to final polish — including animation, UI, sound design, and implementation.
Built entirely with native Flash display list and ActionScript 3, without relying on external engines or frameworks.
Designed dynamic gameplay and visual feedback systems to keep players engaged.
Created the entire soundtrack and sound effects, giving the game a distinct audio identity.
Visual assets were adapted from Lostgarden.com under an open art license.
Received a rating of 8/10 (“Great”) on FGL.com, a leading platform for publishing and monetizing Flash games.