I started from a bootcamp in Silicon Valley in 2014 with a dream of making games. A decade of production mobile engineering later — automotive IoT, mobile SDKs, fintech — I'm building the one I always wanted to make. Solar Racer. And open sourcing everything I learn along the way.
I came to coding through a bootcamp in Silicon Valley in 2014. First game shipped the same year. A decade of professional iOS engineering followed — mobile SDKs at Vessel.io / Marketo, automotive IoT at Continental, production fintech apps — all of it building toward the thing I actually wanted to make.
I care deeply about clean architecture, testable code, and building systems that scale. Whether it's a navigation framework, a server-driven UI engine, or a game running on Mobile, PC, and VR — I approach every problem the same way: package it properly, test it thoroughly, and ship it.
→ I build in public at SparkLabs343 — devlogs, tools, and the road to Solar Racer
A cross-platform racing game built entirely in public. Every system — custom toon shaders, URP render pipeline, parallax, UI framework, skin system — gets built as a standalone reusable package and open sourced. Mobile, PC, and VR from a single Unity codebase.
Every system I build while making Solar Racer gets packaged and open sourced. Production-grade architecture, fully tested, zero vendor lock-in.
UI framework · Equipment system · Particle effects · Parallax · Stylized rendering · Skin system · Planar reflections · Scene factory
SDUI engine · Auth adapters · Analytics · Notifications · Deep linking · Theming · Primitives · Testing utilities
Games, tools, and experiments built across a decade of indie and professional development.
I build in public at SparkLabs343 — devlogs, open source tools, and the road to Solar Racer.
Open to conversations about mobile engineering, game dev, or tools. Find me on any of the platforms below.