Specializing in real-time TypeScript systems, WebGL/Three.js, and onchain data pipelines.
I design, implement, test, and ship browser-based products across interactive 3D, persistent multiplayer state, Farcaster identity, and reproducible blockchain analytics. I build persistent worlds and deterministic systems—the kind of engineering that should still work after the magic wears off.
Links: Warpkeep · Warpkeep on Farcaster
Warpkeep — persistent multiplayer strategy world
Live Alpha · React · TypeScript · Three.js/WebGL · SpacetimeDB · Cloudflare Workers · Farcaster
Built and shipped a browser and Farcaster Mini App strategy world with a server-authoritative, persistent realm. The live invite-only Alpha currently serves a founding cohort of approximately eight admitted Farcaster players, each returning to a durable keep with four asynchronous Workers. The system covers verified identity and admission, persistent ownership and resources, worker journeys, mobile/desktop rendering, additive database migrations, operational tooling, asset provenance, and release verification.
Degen Dogs Mission 3 Analytics — reproducible Base analytics
Live dashboard · Python · SQL/SQLite · Base/EVM · Vite · GitHub Pages
Built a reconstructable onchain analytics and archive pipeline that reads Base RPC and contract data, decodes it in Python, executes an approved SQLite query layer, and publishes inspectable CSV/JSON datasets and a static dashboard. The checked-in pipeline cross-verifies current state across providers, covers 200+ auctions, unifies Mission 1–3 search, and includes automated consistency checks, refresh telemetry, recovery runbooks, and hourly publishing support.
Ashen Hallow — deterministic browser autobattler
Play · TypeScript · Canvas · Vite
Built a playable two-faction fantasy strategy game with eight units and four building types, grid deployment, persistent army progression, seeded enemy AI, pathfinding, touch controls, and data-driven combat mechanics. The engine separates domain, simulation, AI, rendering, input, and audio layers; releases are gated by production builds, deterministic gameplay regressions, and automated architecture contracts.
Languages: TypeScript, JavaScript, Python, SQL, HTML, CSS, GLSL
Frontend and graphics: React, Three.js, WebGL, Canvas, responsive UI, Vite
Backends and data: Node.js, Deno, SpacetimeDB, SQLite, Firebase/Firestore, Cloudflare Workers
Web3: Farcaster SDK and Auth, Base/EVM, viem, JSON-RPC, contract calls, event indexing, DuneSQL
Quality and delivery: Vitest, deterministic regression testing, architecture contracts, GitHub Actions, GitHub Pages, migration and recovery runbooks
Asset pipelines: glTF/GLB, mesh optimization, runtime asset verification, provenance and licensing controls
I run an AI-augmented engineering workflow using Codex and Hermes to increase research, implementation, and QA throughput. I remain accountable for architecture, implementation choices, code review, testing strategy, security boundaries, acceptance criteria, and release decisions.
I enjoy building systems that are deterministic where correctness matters, expressive where users feel them, and documented well enough to recover.
Build the realm. Define the rules. Test the magic.



