Expertise
Technical Skills
Systems & Low-Level Programming
- C/C++ - Modern C++20, systems programming, memory management
- Vulkan API - Graphics pipeline, descriptor sets, render passes, synchronization
- Graphics Programming - Deferred rendering, PBR, SSAO, shader development
- GLSL - Vertex/Fragment shaders, compute shaders
- Assembly - Reverse engineering, understanding machine code
- Visual Basic 6 - Legacy game modding (Argentum Online)
- Performance Optimization - Profiling, cache optimization, SIMD
Game Development & Engines
- Game Engine Architecture - ECS patterns, component systems, render loops
- Another Dunkan Engine - Custom Vulkan-based engine with deferred rendering
- Entity Component Systems (ECS) - Data-oriented design patterns
- Physics & Collision - Game physics, spatial partitioning
- Godot - Open-source game engine experience
- ImGui - Immediate mode GUI for debugging tools
Enterprise Platforms
- SAP Commerce Cloud (Hybris) - Architecture design, implementation
- SAP BTP - Business Technology Platform integration
- SAP S/4HANA - Migration and integration projects
Programming Languages & Frameworks
- Java - Enterprise applications, Spring ecosystem
- Spring Framework - Spring Boot, Spring MVC, Spring Data
- Python - Scripting, automation, blockchain projects
- Go - Microservices, CLI tools
- TypeScript - MCP servers, modern web development
- Groovy - Scripting and automation
- VueJS - Frontend development
Cloud & DevOps
- AWS - Infrastructure, EC2, S3, Lambda
- Azure - Cloud services and deployment
- CCV2 - SAP Commerce Cloud v2
- Jenkins - CI/CD pipelines
- Docker - Containerization
- CMake - Build systems, cross-platform compilation
- Git - Version control, collaborative development
Architecture & Design Patterns
- Game Engine Architecture - Render loops, update systems, resource management
- Entity Component Systems - Data-oriented design, cache-friendly patterns
- Microservices - Distributed systems, service decomposition
- API Design - RESTful services, integration patterns
- Cloud-Native Architecture - Scalable, distributed systems
- Performance Engineering - Profiling, optimization, memory management
Data & Integration
- SQL & Databases - PostgreSQL, optimization, schema design
- Kafka - Event streaming, message brokers
- Hibernate - ORM and data persistence
- ElasticSearch - Search and analytics
Graphics & Rendering
- Vulkan - Low-level GPU API, render passes, synchronization
- Deferred Rendering - G-Buffer, multi-pass rendering
- PBR (Physically Based Rendering) - Material systems, lighting models
- SSAO - Screen-space ambient occlusion
- Shader Programming - GLSL vertex/fragment/compute shaders
- Texture Mapping - Normal maps, parallax occlusion mapping
Tools & Libraries
- GLFW - Window management, input handling
- GLM - OpenGL Mathematics library
- ImGui - Immediate mode GUI for tools
- STB libraries - Image loading, truetype fonts
Methodologies & Leadership
- Agile/Scrum - Sprint planning, retrospectives
- Technical Leadership - Managing teams of 15+ developers
- Solution Architecture - System design, technology selection
- Code Review - Quality assurance, mentoring
- Performance Optimization - Profiling, bottleneck analysis
Certifications
- SAP Certified Associate - Business User
What Drives Me
I’m passionate about understanding how things work at the fundamental level. Whether it’s analyzing assembly output to understand compiler optimizations, debugging GPU synchronization issues in Vulkan, or architecting enterprise systems at scale—I love solving complex technical challenges.
The best solutions come from understanding the full stack: from CPU cache hierarchies to distributed system architectures.