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.
ND2Dx is a highly optimized 2D GPU-accelerated game engine I built using Flash’s Stage3D API. Designed for speed and flexibility, it significantly outperformed alternatives like Starling at the time, and powered the WorldGameMaker editor.
Custom 2D rendering engine leveraging Stage3D and shaders to push GPU performance to its limits, achieving blazing-fast rendering speeds.
Advanced display list system: Implemented a double-linked list hierarchy to allow for ultra-fast traversal and manipulation of 2D elements (sprites, containers, custom meshes, animated sprites, particles, etc.).
Rich visual capabilities: Support for tinting, blend modes, pivot points, color transforms, scaling, and full sprite animation.
Efficient batching system: Rendered thousands of objects per frame using GPU-optimized shader logic and minimal draw calls.
2.5D rendering, scenes, and camera system to allow more visual complexity while staying within a 2D framework.
Component and material systems: Fully integrated, lightweight, and flexible, allowing for modular object behaviors with near-zero performance cost.
Full animation framework with powerful timeline control, high speed, and ease of use.
Input and event handling: Custom mouse interaction system with a fast, signal-based event dispatcher.
Bitmap font support and rich text rendering optimized for GPU.
Exploited specific quirks of the ActionScript 3 virtual machine to squeeze out maximum performance.
Focused heavily on performance profiling, memory management, and GPU pipeline efficiency.
This project was a deep dive into low-level rendering, real-time graphics, and game engine architecture — and gave me a solid foundation for everything I’ve done in real-time rendering and performance optimization since.