About Me
I'm a software developer who's spent several decades bouncing between web apps, backend systems, game engines, and creative tools โ usually all in the same week. I got into this because I wanted to make games, stayed because I realized I just love building things, period.
These days I split my time between client work and personal projects. On the client side, I help startups and small teams ship software โ sometimes that's a full product build, sometimes it's parachuting into a codebase that needs rescuing. On the personal side, I'm usually deep in some game dev rabbit hole or building tools that scratch an itch nobody asked me to scratch.
I believe in writing code that's simple enough to be boring, shipping early enough to be embarrassing, and communicating clearly enough that nobody has to guess what's going on. I stream development sessions a couple times a week because building in public keeps me honest โ and occasionally someone in chat catches a bug before I do.
Ship early, iterate fast
A working prototype beats a perfect plan. I'd rather put something real in front of people and refine based on feedback than disappear into a cave for six months.
Simplicity is a feature
The best architecture is the simplest one that solves the problem. I actively resist over-engineering and will push back if a microservice should be a function.
Communication > documentation
Docs matter, but nothing replaces a clear, honest conversation about tradeoffs. I over-communicate on purpose โ no surprises, no assumptions.
Own the outcome
I don't throw code over a wall. If I build it, I care about whether it actually works for the people using it. That means monitoring, feedback loops, and follow-through.