C++ & systems
GriddyGrid: engine architecture and UDP networking. Acronis: C++ cybersecurity software, DLL interfaces and test maintenance.
- C++
- C
- Memory & lifetimes
- DLL interfaces
- Multithreaded networking
I’m a C++ software engineer focused on real-time systems, engine architecture and hardware–software integration. My work spans interactive LED installations, cybersecurity software, game engines and robotics—from designing core systems to debugging how software interacts with physical devices.
I’m drawn to C++ because it lets me make architectural intent explicit. Strong types, templates and compile-time checks help encode rules that a team can follow consistently, catching classes of mistakes before the software runs.
Working with memory management and object lifetimes has also shaped how I think about software: who owns a resource, how long it remains valid, and how different systems depend on it. I enjoy making those relationships clear and building foundations that other developers can work within confidently.
Game and engine development gave me a starting point for that work. Commercial LED installations, cybersecurity software and robotics brought different constraints: physical devices, module boundaries and the gap between a software model and its real-world behaviour. Web and AI projects have broadened the kinds of interfaces and workflows I build around those systems.
Modern C++, software architecture and the practical constraints of physical installations. GriddyGrid brought these interests together through game logic, ART-NET networking and interactive LED environments.
GriddyGrid: engine architecture and UDP networking. Acronis: C++ cybersecurity software, DLL interfaces and test maintenance.
GriddyGrid and Liberation Engine: reusable foundations for game logic, editing and development workflows.
Commercial LED installations, AIMS robotics, shipped Unity game features and HTC Vive research experiences.
Instic: portal interfaces, APIs and shared authentication. EduMultiLLM and Second Loop: AI-assisted software and evaluation.
Software Engineer Intern
Real-Time Interactive Simulations
Expected course completion: March 2027
DigiPen (SIT)C++ Programming; Software Engineering Fundamentals; Data Structures and Algorithms; Advanced Data Structures and Algorithms; Multi-Core Game Programming; Multiplayer Game Programming; Computer Graphics; Advanced Computer Graphics.
Distinctions in Software Engineering Fundamentals, Data Structures and Algorithms, and Computer Graphics Project.
First Runner-up, International Game Concept Creation 2018 — KAMK, Kajaani, Finland.
A C++ engine with ECS, reflection, serialization and multithreaded UDP/ART-NET networking. Initial MADRIX-assisted integration evolved into direct hardware communication.
Featured in MADRIX Best of 2024View projectA functional 3D game engine with in-engine C++ scripting. Architectural features include an entity-component system, reflection and dependency injection.
Related reflection explorationA Next.js marketplace assessment exploring natural-language search, semantic retrieval, deterministic catalogue filtering and grounded answers.
View projectTimed problem-solving and programming challenges on CodinGame, alongside my project and systems work.
View my CodinGame profile#1,626 worldwide
Among 937,325 ranked participants
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Achievements · Owner-supplied October 2026 snapshot
Outside software, I enjoy CRPGs, Soulsborne games and trading card games. There’s plenty to explore in a world with interesting mechanics, meaningful choices and room to experiment.
I’m exploring C++ and systems engineering roles involving software architecture, real-time behaviour, networking and hardware integration. I enjoy work where understanding the underlying system is part of building it well.