Four years building reliable software and interactive systems. Düsseldorf, Germany.

Software systems

Engineering

Backend systems, frontend architecture and practical AI-assisted products.

Explore Engineering
Night Soup concept scene inside a warm diner on a rainy Oregon night

Interactive worlds

Games

Atmospheric concepts, deterministic simulations and playable prototypes.

Explore Games

Featured engineering project

Documented build

LedgerFlow

A Java microservice portfolio system for resilient account and ledger workflows.

System design and backend engineering

  • Built a production-style Account Service with immutable ledger history and reconciliation.
  • Used ports and adapters, PostgreSQL row locking, Flyway migrations and an OpenAPI 3.1 contract.
  • Documented service boundaries, failure handling and the planned event-driven transfer workflow.

The diagram shows the documented transfer design. The Account Service is operational; broader cross-service workflows remain planned.

LedgerFlow transfer state machine from the architecture documentation

Java 25 · Spring Boot · PostgreSQL · Flyway · OpenAPI 3.1

Other engineering projects
Berlin forecast rendered as a blue WebGL atmosphere

Interactive frontend

Live

Weather with Shaders

Live forecast data drives a custom WebGL atmosphere instead of sitting inside a conventional weather card.

Frontend architecture and WebGL rendering

  • Mapped normalized Open-Meteo data to bounded shader uniforms.
  • Kept the renderer outside React with explicit lifecycle cleanup.
  • Built accessible search, geolocation, units and resilient forecast caching.

React · TypeScript · WebGL2 · GLSL · Open-Meteo

Rendering laboratory comparing naive Context with an optimized store

React systems experiment

Live

context-api-but-it-scales

A measurable comparison between shared React Context and a selector-based external store.

State architecture and rendering instrumentation

  • Implemented selector subscriptions with useSyncExternalStore.
  • Measured committed component renders without contaminating the result.
  • Added bounded history, safe persistence and loop-free cross-tab sync.

React · TypeScript · Vite · Vitest · useSyncExternalStore

Atmospheric flagship game

Pre-production

Night Soup

A rural-gothic cooking mystery set in a rain-soaked Oregon diner.

Game direction, systems design and narrative design

  • Designed an active cooking, trust and information-reveal loop.
  • Structured clue collection as source-aware deductions rather than hidden-object hunting.
  • Defined a signal-based Godot architecture with Resource/JSON-authored content.

Current status: approved GDD and visual direction; no playable build is claimed.

Night Soup concept scene inside a warm diner on a rainy Oregon night

Godot 4.7.1 · GDScript · 2D pixel art · Narrative systems

Featured technical game

Live

Swarm Script

Program a three-robot squad with a safe rule language, then watch the logic fight through a deterministic arena.

Game systems, simulation and frontend engineering

  • Built a tokenizer, parser, typed AST and budgeted interpreter without eval.
  • Separated a deterministic 30 Hz simulation into a typed Web Worker protocol.
  • Used a latest-only snapshot mailbox to keep Phaser rendering responsive at higher simulation speeds.
Swarm Script interface with behavior editor, tactical arena and deployment controls

React · TypeScript · Phaser · Web Workers · Playwright

Other game projects

Unity prototype

Prototype

Gladiator Arena

An arena-combat prototype with persistent roster creation and simulated battles.

Gameplay and persistence prototype

  • Structured fighter creation, selection and upgrade flow.
  • Simulated battles with winner tracking.
  • Stored persistent roster state with JSON saves.

Unity 6 · C# · JSON