I'm a software developer specializing in backend development and devops. I'm always seeking new opportunities to expand my knowledge and skills, especially in areas that are outside of my comfort zone.
Some other domains I've explored recently are embedded firmware, rendering, and electrical engineering. I'm particularly interested in pursuing projects that involve using physical objects with interactive elements, especially as they relate to the ambiance and feel of a space.
Remediant, Inc. - San Francisco, California (Remote / NY)
At Remediant I managed our SaaS infrastructure in the form of Kubernetes clusters and AWS services. I used Terraform to administer VLANs, deploy and configure our application and logging stacks, and implement monitoring and alerting systems to maintain SOC2 compliance.
Following a major outage, the company realized that it was almost impossible to redeploy our infrastructure from the existing codebase. To address this, I led the project to refactor our codebase, allowing it to be deployed from scratch for the first time. I focused primarily on breaking the codebase down into isolated modules with a clear dependency chain.
Full Stack Development Intern
ProGlove - Munich, Germany
At ProGlove I was a core developer of ProGlove Insight - a cloud-based platform for IoT device management built on AWS. Insight enables analysis of scans from ProGlove devices, leading to further efficiency improvements in customers' manufacturing and logistics processes.
As one of only two programmers who worked on Insight from the start, I played a key role in the design and implementation of the product, as well as in the interviewing and subsequent hiring of four additional team members.
Neat Projects and Explorations
Graphics Programming with WGPU
While I was experimenting with my custom game engine for a 2D game called void, I wanted to figure out a.) how to build my render graph, and b.) how to effectively render thousands of unique sprites.
In an attempt to resolve those questions, I made a particle rendering demo which draws and updates hundreds of thousands of individual particles every frame. Learning to make a renderer like this involved understanding low-level graphics APIs, writing compute, vertex, and fragment shaders in WGSL (and previously GLSL), and asking for plenty of help from niche online communities.