I build the systems that keep live games running and the pipelines that ship them. Six titles across five studios since September 2023 — the first contract started three weeks before my first university lecture — alongside a DevOps co-op at Royal Bank of Canada on an AI-agent governance platform. Same job either way: ship from CI, measure what players do, let the numbers pick what is next.
Now — Head of Engineering at Eterna Online (MMO RPG in development, selected into Roblox Jumpstart), and DevOps Developer at RBC. Both current. Open to live-ops and platform engineering roles, games or otherwise — email is fastest.
- Eterna Online — Head of Engineering, Jul 2026–now. Systems and roadmap on an MMO RPG in development.
roblox-ts, Flamework, Rojo. - Royal Bank of Canada — DevOps Developer, co-op, Jan 2026–now, Toronto. Compliance gates for repos running agentic workflows, SBOM inventory into Elasticsearch, Cosign signing, release-branch gates.
- Anime Overload! — Game Developer, contract, Nov 2025–Apr 2026. Game UI, core backend and gameplay on an in-house ECS, plus the CD pipeline: Mantle, Open Cloud, DarkLua, Lune, GitHub Actions.
- Shiloh & Bros — Game Developer, Mar–Aug 2025. 60 levels from 20 static elements, NPC behaviour trees, matchmaking, and the funnel work that lifted payer conversion 62.5%.
- Boltable Studio — Software Developer, May 2024–Feb 2025, Abu Dhabi. Live-ops across the portfolio on an ASP.NET Core backend at 2M+ requests a month across 300+ live servers.
- Landvault — Game Developer, Sep 2023–Feb 2024, London. Physics, player controls and UI across four procedurally generated mini-games for a Pudgy Penguins title. It never shipped.
| Title | Studio | What I built | Visits |
|---|---|---|---|
| Liberty Airport | Boltable Studio | Brand activation · .NET telemetry API | 90.3M |
| Team Obby | Boltable Studio | Advertising & UGC purchase systems | 87.7M |
| The Creepy Elevator | Boltable Studio | Timed rewards & currency payouts | 38.2M |
| GOAL CLASH | Boltable × Club Brugge | Ball physics, controls, full UI & VFX | 28.1M |
| Anime Overload! | Contract | ECS gameplay, backend, CD pipeline | 13.9M |
| Escape The Labryn | Shiloh & Bros | 60 levels from 20 static elements | 4.5M |
| Pudgy Penguins | Landvault | 4 procedural mini-games · physics, controls, UI | never shipped |
| Eterna Online | Head of Engineering | MMO RPG · Roblox Jumpstart | in development |
Counts come from Roblox's public API via a workflow in this repo, committed daily — every number is one curl from being checked. Full credits on my Roblox Talent Hub.
Roblox — Luau, roblox-ts, Flamework, Rojo, Wally, Lyra, Open Cloud, Mantle, DarkLua, Lune, ECS Live-ops — funnel instrumentation, D1/D7 retention, payer conversion, churn analysis, economy and progression design, release cadence Backend — ASP.NET Core, Node.js, Express, FastAPI, PostgreSQL, MongoDB, Redis, Elasticsearch Platform — Docker, Kubernetes, OpenShift, Terraform, Helm, GitHub Actions, Jenkins, Cosign, SBOM/SCA, DAST, AWS, Azure Languages — TypeScript, Python, C++, C, C#, Java, Luau, SQL, COBOL, Bash
B.Sc. Computer Science, Co-op (Honours), Brock University — graduating August 2027. Based in Ontario, Canada and Dubai, UAE.



