Portfolio

Principal Engineer | AI Governance & Production Safe AI Systems

Principal engineer with 16+ years building production systems and 4+ years hands-on with generative AI. I build governance infrastructure for LLM-powered applications: systems that enforce deterministic behavior, validate outputs, and make AI safe to operate in production.

LlamaBrain is my open-source framework for this—a 9-component architecture that treats the LLM as an untrusted component with bounded authority. Validation gates, prompt contracts, fail-closed fallbacks, replayable audit traces. 100% constraint success rate across 3,000+ tests. I specialize in hard problems most teams avoid: determinism under uncertainty, failure-path design, and infrastructure that proves correctness instead of asserting it.


Frameworks & Tech

LlamaBrain Runtime
An open-source LLM governance framework for .NET. Deterministic validation, prompt contracts, safety guardrails, and auditable inference around stochastic models. 100% constraint success rate across 3,000+ tests. Ships with session logging and an introspection overlay for debugging what the system saw and produced.

Captain-SDLC
A Swiss-army-knife of small, independently-versioned tools that automate the process of solo and small-team app and game development: the SemVer bumps, roadmap upkeep, mechanical QA, dependency audits, and release gating that genuinely matter but don’t deserve a human’s attention. It’s more of a paradigm than a tool. Each blade bridges idea-space to plan-space through a Socratic interview: you bring the design decision, and the tool turns it into tracked, mechanically-verified work. The blades share conventions: a cross-tool trace, classification primitives, a fenced-block format; they do not share code, so you can pick up one without committing to the whole pipeline. The governing rule is a clean division of labor: the tools own mechanical correctness, the human owns taste.

MToolKit
A modular, DI-first runtime framework for Unity that treats the engine as a host for structured .NET-style applications. Provides modules for navigation, saving, settings, audio, input, analytics, visual graphs, and more. Designed for large, long-lived Unity projects. Open source on GitHub (MIT).

Lost Legends MUD
A text-based multiplayer MUD written in C89 and still running today. I designed and maintain the full-stack server, including network loop, world simulation, persistence, admin tools, and Linux hosting, demonstrating long-term ownership of a large legacy monolith.

Mutey
A lightweight Windows tray utility that toggles your system microphone mute via a global hotkey, with on-screen and audio feedback.


Shipped Games

LAIRD
LAIRD is a playable roguelike with an in-game AI mod compiler: players describe mechanics in natural language, and the game generates hook-scoped, exportable mods against its command pipeline. It is set in an apocalyptic gaslamp fantasy world. Civilization fell when the Automatons went rogue. Now survivors live on dirigibles above the toxic wasteland, descending into brass-and-iron ruins to scavenge what remains. It was built to prove the deterministic governance plane of LlamaBrain.

Monster Walk: Step Adventure
Led engineering on a mobile fitness RPG where real-world steps power exploration, combat, and base rebuilding. Designed and implemented core step-to-gameplay systems and led engineering across the Unity codebase on iOS and Android.

Run Legends: Make Fitness Fun
Senior gameplay/systems engineer on a real-time co-op fitness battler where your running powers attacks and abilities. Worked on runtime architecture, movement integration, and systems that support live operations on mobile.

Farworld Pioneers
Unity gameplay engineer on a 2D online sci-fi sandbox for PC. Built systems for procedural world content, dynamic weather, AI event directors, and pathing behaviors for critters and NPCs in a multiplayer sandbox.

Masochisia
Unity gameplay engineer on a narrative-driven psychological horror title. Implemented and supported core gameplay systems in a tight indie production, focusing on scene flow, interactions, and event-driven storytelling.


Resume

You can download my resume as a PDF from this site.


GitHub

You can check out my GitHub here.


Contact

For opportunities or questions, contact me through the site’s contact form.