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.
I was brought in to take over a turn-based strategy game project already in progress, with the main goal of setting up a solid technical foundation that other developers and artists could build on. The idea was to create a flexible and scalable system, something that would let designers and non-programmers work inside Unity with minimal coding, but still give them lots of control.
Built a modular entity system, where everything in the game; from players to creatures, items, spells, and cards, was treated as a configurable entity. This made the game highly extensible and editable directly in the Unity editor, following a consistent structure and rule set.
Designed the game logic with AI and networking in mind, inspired by how Hearthstone handles simulation. The system supported fast simulations of possible outcomes within a given context, helping the AI choose the best move — and was also well-suited for later multiplayer integration.
Focused on developer and designer usability, making sure the systems I built could be easily understood and extended by the rest of the team.