Front-end and full-stack developer with 20+ years of experience building web, mobile and desktop applications, with a particular taste for interactivity, motion and performance.
I’ve worked on SaaS platforms, product UIs, promotional sites, branded games and internal tools, across creative agencies, product companies and tech teams, taking projects from concept to deployment. Vue, React and TypeScript on the front end; Node.js, Deno, PHP and SQL on the back end.
Alongside client work, I build games, engines and tools (Unity/C#, WebGL/Three.js) and have worked professionally on several arcade and strategy games.
Happy to talk about front-end, full-stack, 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.