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, Stage3D, ND2Dx, Nape Physics, Adobe AIR
WorldGameMaker is a custom-built game development IDE I originally created for our team at Reed.be while working on SoundQuest, a mobile game for Sony Ericsson. Flash’s default editor quickly proved too limited, especially with our desire to push visuals using Stage3D and GPU acceleration, so I started building my own.
What started as a basic level editor evolved into a full-blown development environment, tightly integrated with my custom 2D engine ND2Dx and packed with features tailored for game creation.
Built on top of ND2Dx: Fully leveraged my own GPU-accelerated engine for high-performance rendering and animation.
Full-featured IDE: Designed and developed an intuitive interface for creating, editing, testing, and exporting games and apps — all within a single environment.
Live Debugging & Testing: Run and debug games directly inside the editor with real-time updates and interaction.
Component System: Reusable and extensible components to streamline gameplay logic and object behavior.
Physics Integration: Initially built a basic physics system, then integrated the open-source Nape physics engine for more complex simulations.
Dynamic Scripting: Enabled dynamic loading of ActionScript code and real-time editing through a customizable property editor.
Cross-platform Publishing: Used Adobe AIR to export games and apps to both mobile and desktop platforms.
UI System: Developed a near-complete user interface toolkit within the editor for building menus, HUDs, and in-game controls.
Used extensively: Most of my games and apps during that time were built using WorldGameMaker.
It was built out of necessity but grew into a robust, production-ready tool that empowered both solo and team-based development.
It constantly evolved with my projects, making it both a creative playground and a technical deep-dive into engine/tool design.