Selected engineering work, from customer support and internal tools to connected AI agents.
Momentus · End-to-end system design and development
Autonomous support
Over 80% of support chats and tickets handled without human intervention.
System overview. The outcome covers chat and tickets together.
I built a support automation system from the ground up, integrating Zendesk with a deployable customer chat widget. The work brought customer-facing chat and ticket automation into one support system.
What I built
End-to-end support automation integrated with Zendesk.
A deployable chat widget for customer support.
AI workflows that handle support conversations and tickets autonomously.
Measured outcome
More than 80% of support chats and tickets were handled autonomously, without human intervention, over the six months preceding September 28, 2026. The result combines support chat and tickets.
My contribution
I designed and built the system from the ground up, connecting the support platform, AI services, and customer-facing chat experience.
Independent project · Platform architecture and full-stack development
Koobin
AI agents, workflows, and tools under one permission model.
Visual workflows
Illustrated system view, not a screenshot. An illustrative graph of supported workflow nodes; not a recorded workflow run.
Tool approvals
Illustrated system view, not a screenshot. Human review, resource grants, and audit events govern agent actions.
Overview
Architecture overview based on the Koobin source; not an application screenshot.
I built Koobin as a self-hosted platform for organizations to run AI agents against their business systems. It brings chat, visual workflows, retrieval libraries, connected tools, and usage accounting into one application.
Agents, workflows, and knowledge
Configure agents, model providers, tools, and structured outputs; review tool calls through approve, edit, or reject cards.
Build versioned visual workflows with branches, loops, parallel work, sub-workflows, agent calls, and human input.
Connect documentation libraries, remote MCP tools, and integrations including Slack, GitHub, Jira, Zendesk, and Rocketlane.
Access and visibility
Organization and department grants, OIDC single sign-on, MFA, encrypted credentials, and audit events govern access.
Track model and tool usage alongside agent reliability; durable tasks and schedules survive worker restarts.
My contribution
Platform architecture, full-stack development, workflow execution, tool integrations, and the controls that make agent activity reviewable.
Cytracom · Internal portal development and systems integration
Internal tools
A shared portal for support automation and team enablement.
Capability overview based on the internal tools source; no internal screens or customer data are shown.
I built and expanded an internal tools portal that brought Zendesk support automation, communications administration, diagnostics, and everyday support utilities into one place. The goal was to help teams investigate issues, manage workflows, and complete repeatable tasks through usable tools.
Zendesk automation inside the portal
Ticket search and management, customer setup workflows, moderation, and spam management.
AI-assisted classification and response generation, with approval queues, escalation controls, and response history.
Response evaluation, regression checks, documentation insights, and knowledge-review queues.
Tools for team enablement
Contact CSV creation, validation, conversion, and API utilities for desktop communications workflows.
Phone configuration tools for generating and modifying device settings, including multipurpose keys, line keys, and account registration.
Network monitoring views, email diagnostics, and phone-number lookups to support investigations.
Audio conversion, transcription, text-to-speech, and structured-data utilities for recurring support tasks.
One connected workspace
A React portal connects Python and Node.js services with Zendesk and communications APIs. Role-based access, shared navigation, audit views, and operational dashboards make the tools usable across support and enablement workflows.
My contribution
Portal and tool development, API integration, support automation, and translating hands-on support experience into workflows that other teams could use.
Turn recordings into reviewed, reusable speaker identities.
Speaker timeline
Illustrated system view, not a screenshot. Audition original audio and separated stems, adjust segments, and assign speakers. Segment positions are illustrative.
Identity review
Illustrated system view, not a screenshot. Suggested matches can be confirmed or corrected, with reversible identity merges.
Exports and renders
Illustrated system view, not a screenshot. Voice replacement keeps consent and provenance attached to the output.
Overview
V4 workflow overview; schematic rather than an application screenshot.
A self-hosted audio studio for vocal isolation, speaker diarization, transcription, and matching speakers across recordings, with a browser-based segment editor and per-speaker exports.
The V4 application extends the earlier processing pipeline into a complete review workflow: resumable media ingestion, identity matching, human review, voice profiles, and voice-replaced renders. Local GPU engines are the default; external providers are optional.
My role: Full-stack development and audio pipeline engineering
Match speakers across files with confidence scores, review queues, project or workspace scope, and reversible identity merges.
Review transcripts and speaker segments in a timeline editor, audition original and separated stems, and export speaker audio.
Resumable uploads support browser-side audio extraction or retained video proxies.
Consent-gated voice profiles and voice replacement retain provenance; native RVC supports training and conversion.
Face tracking in retained video can suggest links to voice identities; ambiguous matches remain for review.
FastAPI and React coordinate PostgreSQL-backed state and background GPU jobs, with authenticated API and MCP access.
AI agents, workflows, and tools under one permission model.
Visual workflows
Illustrated system view, not a screenshot. An illustrative graph of supported workflow nodes; not a recorded workflow run.
Tool approvals
Illustrated system view, not a screenshot. Human review, resource grants, and audit events govern agent actions.
Overview
Architecture overview based on the Koobin source; not an application screenshot.
A self-hosted platform for organizations to run AI agents against their business systems. Koobin combines streaming chat, visual workflows, retrieval libraries, realtime voice, and usage accounting with explicit access grants and tool approvals.
The architecture separates the web application from durable background work, so long-running agent turns, media processing, and scheduled tasks have their own worker queues.
My role: Platform architecture and full-stack development
Configure agents, model providers, tools, and structured outputs; review tool calls through approve, edit, or reject cards.
Build versioned visual workflows with branches, loops, parallel work, sub-workflows, agent calls, and human input.
Connect documentation libraries, remote MCP tools, and integrations including Slack, GitHub, Jira, Zendesk, and Rocketlane.
Organization and department grants, OIDC single sign-on, MFA, encrypted credentials, and audit events govern access.
Track model and tool usage alongside agent reliability; durable tasks and schedules survive worker restarts.
From a puzzle screenshot to a solution, entirely on your device.
Original puzzles with walkthroughs
The puzzle library on flowpuzzlesolver.net, captured October 13, 2026.
On-device workflow
Illustrated system view, not a screenshot. The hosted edition supports square-grid boards and manually entered holes. The irregular example uses the separate full Python solver.
Full Python solver
Actual imported puzzle geometry and independently verified solution from the full Python solver. Irregular-region solving is not yet available in the live browser edition.
The live browser experience
The live site solving its built-in demo in the browser, captured October 13, 2026.
A free web app that turns a screenshot of a Flow / Numberlink-style puzzle into a solved board. Choose, drop, or paste an image, check the detected colored dots, correct any mistakes, and solve directly in the browser.
Image processing and solving run on the visitor's device. Puzzle screenshots are not uploaded to a processing server. The app is hosted on Cloudflare Workers Static Assets using free static hosting, with no backend compute service required.
The site also teaches the puzzle type, with 14 lessons, help pages, and original puzzles that each come with hints and a step-by-step walkthrough.
My role: Full-stack development and solver engineering
Screenshot detection finds regular board outlines and color pairs, with a visual editor for correcting dots and adjusting board corners.
Z3 compiled to WebAssembly solves path constraints locally, removes disconnected cycles, and independently checks the resulting solution.
Dedicated Web Workers keep image processing and search off the interface thread, with progress details and a Stop control.
An IndexedDB library saves puzzles in the browser; .flow import and export let users move their puzzles between devices.
The live edition supports square-grid boards up to 20 × 20, including rectangular layouts and manually entered holes. Bridges, walls, and warps are not supported yet.
Solving beyond regular grids
The full solver models a puzzle as connected regions rather than assuming a rectangular grid. This example uses 35 irregular cells with cutouts: all four pairs are connected, every region is covered, and the resulting paths pass an independent validity check.
Example: IMG_3246 from the source puzzle corpus, solved with the Python Z3 engine.
The hosted device-only app currently supports square-grid boards, including rectangular layouts and manually entered holes.
Built for static hosting
The browser downloads a compressed solver runtime, verifies its size and integrity, and initializes it locally. React and TypeScript provide the screenshot-to-solution workflow, while Cloudflare serves the app and WebAssembly assets. No account is needed to solve a puzzle.
The live browser experience
The public site keeps screenshot processing, board review, and square-grid solving on the visitor's device.
Original puzzles with walkthroughs
A generator lays out non-overlapping paths and keeps only their ends as dots. The exact solver must prove exactly one solution, and a second solver limited to techniques a person would use must finish the board without guessing; its moves become the published walkthrough.
Daily pet care, reminders, sitter handoffs, and vet records.
Featured view
The Today tab with built-in example data, captured in the iOS Simulator.
Journal
The Journal tab with built-in example data, captured in the iOS Simulator.
iPad
The iPad layout with built-in example data, captured in the iPadOS Simulator.
A native Apple app that keeps a household's pets on track across iPhone, iPad, Apple Watch, and Vision Pro: daily checklists, reminders, sitter-handoff documents, vet records, a journal, and trends.
It has no third-party dependencies and no servers of its own. Records are stored on the device, with optional household sharing through iCloud.
My role: Design and development
Household sharing through CloudKit's sync engine, so everyone caring for a pet sees the same checklist.
On-device Foundation Models answer questions about a pet's records, with every answer checked against those records; an optional user-supplied provider sends only after the user taps Send.
A deterministic Quick log parser turns short notes into structured entries.
Multi-pet vet packets export as PDF, with a JSON copy.
Journal storage is split by entry, so adding one entry writes three small files instead of rewriting the whole journal.
Swift · SwiftUI · CloudKit · Foundation Models · watchOS · visionOS
Public source · experimental
Pong reinforcement learning
Training and evaluating an agent through play.
Overview
Training-loop overview; no benchmark score is implied.
A reinforcement-learning project for Atari Pong, with a DQN training pipeline and tools for evaluation and interactive play.
My role: Applied machine learning
Replay-buffer and target-network integration in the training loop.
Configurable exploration, checkpointing, and evaluation.
Training metrics and reproducible experiment configuration.
A team capstone project completed for my B.S. in Computer Science at the University of Texas at Dallas. We combined a React and Next.js interface, a Rasa conversational engine, and a Flask backend to connect conversations with application data.
My role: Capstone team member
REST integrations with databases and external APIs.
Context-aware conversational responses.
In-house two-factor authentication.
React · Next.js · Rasa · Flask · REST APIs
Personal project
Plants vs. Zombies automation
Image recognition turns game screens into automated actions.
A screen automation bot for Plants vs. Zombies minigames and the Zen Garden, using OpenCV image matching and PyAutoGUI controls.
My role: Automation and interface development
DearPyGui controls for selecting a mode and run duration.
Slot-machine minigame automation for collecting sun and placing plants.
Zen Garden routines for plant care, resource purchases, and snail feeding.
Python · OpenCV · PyAutoGUI · DearPyGui
Games
Coming soon · private source
Bit Universe
Build a town. Grow an empire across ten worlds, on screen or in VR.
Featured view
Pixel Point on Earth, a voxel coastal town with roads, civic buildings, and a lighthouse.
Overview
Exa Metropolis on Earth, from the Bit Universe game website.
Buildings that evolve
The Moon habitat progression, from dome to tower.
From one colony to a solar-system economy
The in-game system map and the Far Out achievement.
Your colonies, on the table
The VR edition running in Unity's XR simulator on a desktop, with the game's real assets; not an in-headset capture.
A voxel 3D idle city builder with a retro pixel-art interface, colony economies, building upgrades, vehicles, logistics, and a progression system spanning multiple worlds.
Begin with a small settlement on Earth and expand through 100 hand-made colony maps across ten worlds, ending on Triton. The game combines local city planning with an interplanetary economy: research upgrades, automate construction, and connect colonies through shared funds, ships, and trade.
Coming soon to iPhone and iPad, Android, PC via Steam, and Meta Quest. Release dates are still to be announced.
My role: Game design and development
Ten worlds with distinct systems: lunar solar power and batteries, Martian terraforming, floating Venus cities, finite asteroid reserves, and delayed income on Triton.
Zone needs connect homes with the industry and shops they staff; Governors, research, build queues, and automated upgrades grow each colony into a self-sustaining economy.
A shared fleet carries resources and construction supplies between worlds; trade routes connect exports with import demand.
Prestige Keys provide permanent income growth, alongside 41 achievements and upgradeable offline earnings.
A separate Quest edition sets colonies out as tabletop miniatures: manage up to four dioramas at once, each with the game's own HUD and windows, in a virtual room or passthrough mixed reality.
One pure C# core runs the phone, desktop, and VR games, offline catch-up, and headless balance bots, with save migrations and NUnit test suites.
Buildings that evolve
Building upgrades change the city itself, with scaffolding and new architectural stages. Players can lock a favorite style while continuing to progress. Vehicles, collectible coins, and illuminated windows bring the day/night cycle to life.
From one colony to a solar-system economy
Colony wallets grow into world funds and an Interworld Treasury. Planet-specific resources, fleet fuel, market events, and cross-world deliveries connect individual cities into a larger simulation.
Your colonies, on the table
The Quest edition is its own app built on the same simulation core. Colonies become miniatures you can grab and place around you, so a Moon base, a Martian town, and two Earth cities can run side by side, each with its own build controls and management windows.
Dodgeball, Laser Tag, and Tracer in impossible nightclubs.
Overview
Actual development build, version 0.27.5. The menu and title have changed since this capture.
A first-person robot arcade-sports game across fifteen neon skate-rink courts that hide portals, rooms bigger inside than out, mirrored seams, and upside-down halls. Play Dodgeball, Laser Tag, Tracer, or a Relay objective, from 1v1 to 8v8, against bots, in four-player split screen, or with friends in hosted rooms.
Built in Unity and C#, the project brings together impossible-space rendering, skate-park movement, host-authoritative multiplayer, portal-aware opponents, a robot editor, and a music-reactive club with a synthesized soundtrack.
My role: Game design and development
Rendered folds stay consistent across rendering, movement, projectiles, bots, and networked play: larger interiors, stretched glass rooms, scale-changing passages, mirrored routes, and inverted gravity.
Every court is a skate park with banks, bowls, and kickers; slope-launch movement stays in sync through host-authoritative networking.
Bots with fair sight and hearing, portal-aware routes, shot prediction, and three difficulty levels fill any seat.
A robot editor and career: a trick book, styles, challenges, and earned cosmetics that never change competitive abilities.
Beat-driven lighting, spectrum displays, and custom songs make the club react to the music, with a Calm Lights accessibility mode.
Windows desktop builds with keyboard and controller support.
The arena is the mechanic
A shortcut can change scale, reverse an angle, or lead into a room larger than its exterior. The challenge is making these transformations agree across rendering, movement, projectiles, bot navigation, and networked play.
Unity · C# · URP · Game AI · Multiplayer · Real-time rendering
In development · Meta Quest
Spatial Workshop
A calm, hands-on VR puzzle workshop: rotate, unfold, slice, and assemble.
Featured view
The workshop hub. Unity editor play-mode capture; not an in-headset capture.
Rotation
Rotation, “Turn the key.” Unity editor play-mode capture; not an in-headset capture.
Exploded assembly
Assembly-order feedback. Unity editor play-mode capture; not an in-headset capture.
Five ways to see a shape
A cross-section explanation. Unity editor play-mode capture; not an in-headset capture.
A seated puzzle game for Meta Quest about thinking in three dimensions. Sixty puzzles across five chapters cover rotation, projections, nets and folding, cross-sections, and assembly order, played with hands or controllers at a sunny workbench.
Puzzle rules run in pure C# outside the engine, and an offline validator certifies every puzzle before it reaches the campaign.
My role: Game design and development
Sixty campaign puzzles in five chapters, plus checks, practice variants, and free-form Explore sandboxes.
Hand tracking and controllers through Meta's Interaction SDK on OpenXR.
Puzzle logic has no engine dependency and runs under plain dotnet test.
Every puzzle carries a validator certificate, and continuous integration fails when one goes stale.
Each puzzle family is a plug-in: one engine class and one content class, with no shared switch statements.
A 45-minute automated soak on a Quest 2 played 209 puzzles at a mean frame time under 14 milliseconds.
Five ways to see a shape
Turn a key until it matches its cradle, predict a shadow, fold a net, slice a cube, or work out the order in which a lamp has to be assembled. A short explanation after each solve shows why the answer works.
Unity · C# · OpenXR · Meta Quest · Hand tracking · Puzzle design
Early builds · Meta Quest · private source
VR learning series
Five Quest games that teach a real skill, with a coach that steps back as you improve.
Learn Circuits: Gadget Workshop
The Crossing Light capstone. Play-mode desktop capture; not an in-headset capture.
Learn to Juggle
A Watch and Shadow lesson. Desktop capture; not an in-headset capture.
Learn to Box
Pad Rush training. Desktop capture; not an in-headset capture.
Learn to Bowl
Spare practice in the club venue. Editor capture; not an in-headset capture.
Table tennis
A club match. Editor test-harness capture; the characters and art are still in progress.
A set of Meta Quest games, each built around one real-world skill: electronics, juggling, boxing, bowling, and table tennis. Every game pairs a structured curriculum with a coach whose help fades as the player improves, then opens into arcade, career, or challenge modes.
The games share an approach rather than a template: simulation and rules in plain C# tested outside the engine, scenes and art generated by editor code, and OpenXR first. All five are early builds installed on a Quest 2 for development; headset playtesting is still ahead, and the images are desktop captures.
My role: Game design and development
Simulation and rules layers in plain C#, with unit tests that run without Unity.
Coaching that adapts: slow-motion assists, ghost demonstrations, and feedback that fades as the player succeeds.
Scenes, characters, and props generated by editor code and scripts rather than placed by hand.
Localized interfaces in the juggling and boxing games.
Learn Circuits: Gadget Workshop
Repair and build small gadgets while learning DC circuits, then logic. Forty-eight missions use 33 components, a meter with voltage, resistance, and logic probes, and a timing strip. The nodal-analysis solver is cross-checked against an independent Python solver and Ngspice on thousands of random circuits, and every mission's reference solution and near-miss wrong answers are validated in continuous integration. Hands, controllers, and a desktop mouse share one interaction layer.
Learn to Juggle
A stationary juggling school. A teacher and ghost hands demonstrate each move, and help fades from slow gravity and assisted catches to real-speed juggling across 24 skills, five arcade modes, a daily challenge, and four environments. Throws release at the peak of the hand's drive, and tricks such as Mills' Mess are judged by rules.
Learn to Box
A voxel boxing gym: a coach teaches 13 lessons, then the player fights eight opponents for four belts. Punch analysis classifies straights, hooks, and uppercuts and grades form; opponents telegraph, feint, and leave counter openings; the heavy bag swings as a damped pendulum driven by the glove's momentum.
Learn to Bowl
Aiming, spare choices, and lane reading across five venues. Each ball's skid, hook, and roll path is computed from lane-condition presets and handed to physics-driven pins, scoring follows standard rules with split detection, and a rules-based coach suggests the next adjustment.
Table tennis
Beginner table tennis with lessons, a ball feeder, a coach, and a club campaign. Ball flight is a deterministic simulation with drag, Magnus lift, and spin decay, contact is swept against the table, net, and moving paddles, and AI opponents plan their shots on worker threads.
An endless run at 289 metres. Development capture from the macOS player in the portrait phone layout.
Title and missions
The title screen with missions and rank. Development capture; the coin total comes from a test save.
Canyon
Near-miss streaks in the canyon at 1,190 metres. Development capture.
The big one
The junk-pile smash that ends a run. Development capture.
A voxel arcade game about a ram, a pickup with a ramp, and a very tall hill. Brake right at the cliff edge to launch, then steer the ram down an endless slope, dodging rocks or boosting through them while an avalanche closes in.
Built for short portrait-phone sessions, with missions, ranks, and offline local saves.
My role: Game design and development
A deterministic 50 Hz run simulation drives the launch, steering, collisions, and the chasing avalanche.
The descent moves from meadow to canyon to snow, with slaloms, chutes, forks, rolling boulders, and near-miss streaks.
Missions and XP ranks multiply score and distance; a sticker album, challenges, and a garage of upgrades and cosmetics add longer goals.
Voxel models throughout, from the ram and pickup to the junk pile waiting at the bottom.
EditMode and PlayMode test suites cover the simulation, progression, and game flow.
Unity · C# · Mobile · Voxel art · Deterministic simulation
In release preparation · iOS and Android
No Safe Block
Side-scrolling zombie survival for phones and tablets.
Featured view
Block 1, Maple Row. Unity render in the iPhone layout from the store-screenshot set.
Market Row
Block 5, Market Row. Unity render in the iPhone layout from the store-screenshot set.
Tenement Row
Block 13, Tenement Row. Unity render in the iPhone layout from the store-screenshot set.
A landscape side-scrolling zombie survival game for phones and tablets. Fight through a 20-block circuit across five regions of a fallen town, gather supplies, upgrade between blocks, and push each run further.
It plays fully offline, with touch controls laid out around phone and tablet safe areas.
My role: Game design and development
Five regions form a 20-block circuit, followed by harder circuits with block twists and four encounter shapes.
Lurkers, bloaters, and screamers join the horde; the pistol, shotgun, SMG, and rifle use separate ammo, alongside an upgradable crowbar and a fuel-limited chainsaw.
An automated smoke player drives synthetic touch input through thousands of runtime checks on iPhone and iPad layouts, verifying touch-target sizes, text sizes, and safe areas.
A procedural cutout rig with leg IK animates the survivor and the horde.
Three save slots with backup fallback, mid-block saves, and migration of older save formats.
Seated voxel flight racing for Quest: bank, pull, and thread canyon gates.
Featured view
Seastack Sprint against three AI rivals. Rendered from the 0.5.3 source in the game's desktop mode; not an in-headset capture.
Skyreach Summit
An AI rival during a live race on Skyreach Summit. The game has no chase view; this frame uses a temporary camera placed for the capture.
Career
The career panel as it floats beyond the canopy in VR, from a fresh profile. Rendered on a desktop with a narrower field of view for legibility.
A seated flight racer for Meta Quest. Grab a virtual stick and throttle with hands or controllers, then race through gates across voxel landscapes.
Assisted steering keeps newcomers on line, while Pro steering hands over banking and pulling. Builds have been installed and playtested on a Quest 2, and those sessions shaped the seating and steering.
My role: Game design and development
Twelve tracks across seven environments, a 50-event career, five aircraft, and ghost replays with split times.
AI rivals follow a grip-limited racing line, with an Elimination mode alongside standard races.
Comfort options include view-bank levelling and a vignette for seated play.
Tracks and events are data-driven, with a course editor and a MagicaVoxel art pipeline.
Automated tests cover the flight model, VR steering, courses, the race loop, and progression.
Unity · C# · OpenXR · Meta Quest · Hand tracking · Voxel art
In development
Scriptlands
Survive, build a factory, and program every machine.
Featured view
The script editor after a real run of a strip-mining program, version 0.3.13. The scene and the half-typed line were set up by a test script for the capture.
An automated base
Working power, pipes, and smelting, version 0.3.13. The base was built by a test script, and the monitor text is written by a demo program.
Robot fleet
A Computer deploying a mining program to five turtles, version 0.3.13. Posed scene with time paused and the HUD hidden.
A world built around automation
Generated terrain with the default 16×16 texture pack, version 0.3.13. Camera placed for the capture, with the HUD hidden.
A third-person voxel survival and automation game where programming is part of the technology progression. Mine, craft, and explore, then connect machines, pipes, power, and signals with scripts written in a Python subset.
Version 0.3.13 spans four of five technology ages and all eight syntax tiers, from single statements to functions and classes, with programmable turtles and robot fleets, digital storage with autocrafting, and power plants and fluids. The fifth age is still in development.
My role: Game design and development
A custom interpreter runs player scripts within per-tier operation budgets and nesting and memory limits, separate from the Unity presentation.
An in-game editor offers stepping, line tracing, suggestions, an in-editor language reference, draft recovery, and Program Disks.
Pure C# simulation covers power from low to high voltage, fluids, and signal and data networks; Computers drive multi-block Monitors.
Server-authoritative multiplayer over direct IP, LAN discovery, or a dedicated server, with claims, per-machine access, and per-player script limits.
Seventeen quest chapters with 103 quests lead from hand tools to automated factories.
Seeded biomes, caves, ore, world saves, and adaptive synthesized music connect exploration with factory building.
A world built around automation
The factory is part of a survival world. Players start with a turtle, a pickaxe, and a workshop whose furnace has a one-word bug to fix, then unlock the syntax that makes more complex production possible.
Rebuild a homestead where other histories break through.
Homestead watch
In-engine Homestead Watch scene from Elsewake’s title reel. Saved development capture from the September 28, 2026 QA set.
Building a homestead
In-engine homestead construction scene from Elsewake’s title reel. Saved development capture from the September 28, 2026 QA set.
Town main street
Town environment from Elsewake’s building survey. Saved development capture from the September 28, 2026 QA set.
Overview
Gameplay systems overview drawn from project documentation; not a gameplay screenshot.
An open-world survival game set in a lakes region where fragments of other histories appear at night. Scavenge by day, build a home, and enter the Wake quietly: noise can tear a fragment apart and release echo infected.
The project combines exploration and a persistent homestead with interconnected survival, vehicles, settlement progression, and a streamed world. The authored expedition path reaches the Ridgeway and greenhouse beats; co-op remains experimental.
My role: Game design and development
Nightly Wake incursions connect stealth, sound, rare supplies, and recordings from alternate histories.
A homestead grows through recovered components for water, radio, medical support, power, and vehicles.
Interlocking systems include weapon condition, ammunition, food spoilage, radiation protection, and vehicle fuel and components.
Streamed locations, settlements, contracts, and configurable survival rules support different ways to explore.
Unity/C# development with persistence, world streaming, and experimental host-authoritative co-op.
Unity · C# · World streaming · Survival systems · Persistence
Experience
Ntracts
100% remote
Developing AI capabilities for internal operations and product experiences.
Building internal AI tools and automation to support teams and business workflows.
Contributing to product capabilities through AI engineering and systems integration.
Senior AI Engineer
Jun 2026 – Present
Advance Velocity
100% remote
Working with clients to understand business problems and use cases, and designing solutions with or without AI.
Leading client discovery around business problems and use cases, and designing solutions with or without AI.
Researching the latest AI advancements in the industry and evaluating practical applications.
Delivered support and onboarding automation.
Developed widgets and agentic toolkits for client use.
Designing Azure infrastructure for internal use.
Senior AI Consultant
Jun 2026 – Present
AI Consultant
Mar 2025 – Jun 2026
Cytracom
Allen & McKinney, Texas
Business communications provider. Five roles in five and a half years, from Tier 1 support to solutions engineering.
Rebuilt internal portals with integrated public and internal APIs, substantially improving organizational efficiency
Built a shared internal portal for Zendesk automation, diagnostics, and team enablement.
Developed ticket moderation, routing, reporting, and communications administration tools.
Applied agentic workflows to code-development automation.
Built a GUI for parsing and generating Grandstream, Yealink, SNOM, and Polycom phone configurations.
Solution Engineer
Jan 2025 – Jun 2026 · McKinney, Texas · On-site
Automation Engineer
Apr 2024 – Mar 2025 · Allen, Texas · Hybrid
Built and maintained AI-automated solutions for support ticketing
Developed and maintained internal support tools
Led resolution of bug-related and engineering issues
Managed technical programs and monitored ICU boards
Senior Technical Support Engineer
Apr 2022 – Apr 2024 · Allen, Texas
Resolved complex bug-related and engineering issues for the Application Support team
Maintained availability and reliability of published internal support tools
Configured call routing, call-quality monitoring, and BLF features, including firmware upgrades
Supported desktop, mobile, and integration platforms
Ran at least one feature or bug demo per week to train the team
Docker / Compose · Linux · Cloudflare static hosting · Git · pytest · Playwright · Vitest · NUnit / Unity Test Framework · Deterministic replay and validation
Systems & Tools
Systems engineering · Requirements engineering · Systems integration · Zendesk API · Microsoft Azure · .NET / WPF · USB HID integration · VoIP configuration tooling
Education
M.S. Systems Engineering and Management
The University of Texas at Dallas Jan 2025 – May 2028 (expected)
B.S. Computer Science
The University of Texas at Dallas Aug 2022 – May 2024