Who am I?

I come from a software and game development background, mostly working with Unity and C#. Over time, I found myself enjoying the parts around the code just as much as the code itself — debugging weird issues, optimizing systems, and understanding what’s really happening under the hood.

Lately, my focus has shifted more toward IT and security-related topics. I spend a lot of time learning about operating systems, networking, Linux environments (I use Arch btw), and how modern systems fail and get abused. This site is a place where I collect my work, notes, and experiments as I move in that direction.

What I Do

I come from a game and software development background, with most of my hands-on experience centered around Unity and C#. Over time, I naturally gravitated toward systems work — building tools, maintaining shared codebases, and figuring out why things break under real-world conditions.

I’ve spent a significant amount of time working on SDKs and internal tooling, including documentation, testing, and developer support. That experience pushed me to care more about reliability, clarity, and long-term maintainability than just shipping features quickly.

These days, I’m increasingly focused on IT, operating systems, and security-related topics. I actively work in Linux-based environments and spend time understanding networking basics, system behavior, and common failure or misuse patterns.

I also experiment with web technologies and scripting when needed, mostly as supporting tools rather than primary focus areas. I enjoy seeing how different layers of a system connect, from user-facing code down to the underlying infrastructure.

Interests

  • Martial Arts: Brazilian Jiu-Jitsu. Previously trained in Taekwondo and Wing Chun.
  • Strength Training: Powerlifting-focused training.
  • Games: Long-time Chess and Magic: The Gathering player. Interested in decision-making and strategy.
  • Tabletop RPGs: Occasionally running tabletop RPG games. Huge fan of Pathfinder.
  • Old Hardware: Messing around with old laptops and hardware. Pure curiosity.

Projects

Village Survivors

Mobile game · Unity · iOS · App Store

Village Survivors is a grid-based tactical mobile game where most of the work went into building a flexible and deterministic core. I focused on the board logic, combat flow, and progression systems, making sure everything stayed predictable and easy to balance.

A big part of the project was setting things up to be data-driven. Game balance and parameters could be updated remotely without rebuilding the client, which made iteration and post-launch tuning much less painful.

Color of War

Mobile game · Unity · iOS · App Store

Color of War is a turn-based tactical game built around grid combat and merge mechanics. I worked on the core gameplay systems, including turn flow, unit behavior, and how progression ties into combat decisions.

One of the main challenges was supporting different board sizes and enemies that could occupy more than a single tile. That pushed a lot of the internal architecture toward being more flexible and less hard-coded.

Loop Army

Mobile game · Unity · iOS · App Store

Loop Army is a mobile game built around looping combat waves and long-term meta progression. My focus was on the spawning logic, progression systems, and keeping the runtime stable under repeated loops.

A lot of effort went into tooling and live tuning. Progression data was driven from external sources, allowing quick balance changes without touching the client, which helped shorten iteration cycles significantly.

Smith Journey

Mobile game · Unity · iOS · App Store

Smith Journey is an idle-style mobile game combining resource gathering and light combat loops. I worked on the core gameplay structure and the supporting meta systems, keeping everything scalable as the game progressed.

Most systems were designed to be data-driven, with simple in-editor tools to make content updates and balance changes faster during development.

SDK Development at Countly

I worked on multiple production SDKs at Countly, mainly around Unity, Node.js, and React Native. My focus was on core features, stability, and keeping releases predictable.

This included writing tests, managing releases, and cleaning up documentation so the SDKs were easier to integrate and maintain. I also spent time supporting developers directly through issues and support channels.

Digital Footprint

I believe one of the best ways to understand someone is to see what they build, read, watch, and enjoy. So if you're curious about how I think or what I care about, feel free to explore any of these — they're all small pieces of the puzzle.

I use these spaces to log things I’m into — whether it’s games I’m playing, books I’m reading, code I’m writing, or random thoughts I occasionally yell into the void.