Building trading systems, distributed infrastructure, creative tools, and the occasional game.
I like building systems that turn annoying workflows into software I can own.
Most of my work sits around:
- Algorithmic trading infrastructure: engines, SDKs, broker integrations, evaluation harnesses, risk tooling, Kubernetes deployments, and runtime operations.
- Distributed systems: Rust networking, libp2p experiments, peer-to-peer transports, and local-first infrastructure.
- Creative tooling: video, audio, AI image generation, 3D workflows, sample tools, and CLI-first utilities.
- Games and interactive systems: Godot gameplay systems, Unreal tooling, multiplayer prototypes, rhythm mechanics, and FPS experiments.
- Developer tooling: agents, code analysis, automation, and practical tools for shipping faster.
| Area | What I am building |
|---|---|
| Trading systems | the0, broker integrations, evaluation tooling, runtime infrastructure |
| Kubernetes and ops | Helm charts, deployment runbooks, container hardening, sealed secrets, local and production cluster workflows |
| Distributed web | jolt, libp2p-dcutr, transport experiments |
| Creative tools | clipforge, forgecut, ai-img, meshmaker |
| Game experiments | Godot and Unreal prototypes, multiplayer systems, rhythm mechanics, arena FPS design |
An open-source algorithmic trading engine focused on running, deploying, and managing trading bots without turning operations into a second job.
The work around it includes Kubernetes deployment, Helm packaging, container runtime hardening, local Docker workflows, and production runbooks.
A distributed web experiment in Rust. This is where I explore peer-to-peer architecture, networking primitives, and practical decentralised systems.
Tools born from friction with heavyweight media workflows: screen recording, clipping, editing, and getting small jobs done without fighting the stack.
A CLI-first approach to AI image generation. Prompt in, image out, no website ceremony.
Run 3D AI tools remotely and bring the results into Blender workflows for mesh creation, rigging, and animation.
Rust networking, CLIs, systems tools
TypeScript web apps, dashboards, product surfaces
Python research, trading, AI workflows, automation
Go compact CLIs and service experiments
Kubernetes deployments, Helm charts, runtime operations
Godot gameplay prototypes, multiplayer, rhythm and FPS systems
C# / C++ games, engines, native experiments
Shell deployment glue, infra workflows
- I prefer tools that can run locally, be self-hosted, or be automated.
- I build a lot of prototypes, then keep the ones that teach me something or become useful.
- I am usually happiest close to the runtime: Kubernetes, containers, brokers, media pipelines, event loops, sockets, and deployment edges.
- Some active work stays private until it is ready to be useful publicly.





