
Senior Software Engineer with 10+ years building performance-critical distributed systems in Rust and Go — from real-time multiplayer backends serving millions of registered players to decentralized execution environments and infrastructure. Shipped production systems end-to-end in enterprise, early-stage startup, and AAA game development with ownership across the stack: distributed backends, protocols, infrastructure, tooling, and product surfaces. I built my engineering foundation in enterprise Business Intelligence and Data Architecture. I shipped large-scale data warehouses for global companies in pharma and logistics.
Open-source contributor to the Ethereum ecosystem: Reth, Alloy, Flashbots, and other repositories.


L1 EVM blockchain with native Arweave integration for verifiable data storage | $3M seed |
• Worked across the stack around t...
L1 EVM blockchain with native Arweave integration for verifiable data storage | $3M seed |
• Worked across the stack around the product: decentralized storage and execution environment
development, backend services, internal tooling, deployment pipelines, smart contracts,
dashboard surfaces
• Built the execution client based on Reth Ethereum blockchain client with backpressure handling
and restart-persistent state; achieved stable work undert the 16,000+ TPS, 95K txs/block, 1.7s
block time
• Architected and built the consensus client from scratch based on Tendermint algorithm; integrated
with the execution layer via ethereum Engine API
• Engineered the full blob-sidecar pipeline integration within the consensus client; replaced time-
based blob pruning with Arweave-based archival pruning
• Designed push-based price oracle (load-price-loom) with EIP-712 signed submissions and a
Chainlink-compatible interface for partners' stablecoin integrations
• Operated testnets (devnet, alphanet, qanet) with Ansible, Grafana/Prometheus monitoring,
Blockscout block explorer, configured CI/CD and multi-arch Docker builds
• Built a Rust-based load generator for network stress and performance testing; used to validate
throughput targets and identify bottlenecks under adversarial conditions; integrated as a tool in
AI-agent test workflows
• Built internal AI-agent workflows for spec review, test generation, codebase navigation, and
protocol edge-case research across open-source reference implementations.Links: https://www.decent.land | https://www.load.network
AAA football simulator for console and PC | $40M round led by C. Ronaldo |
• Built the core backend platform from in close co...
AAA football simulator for console and PC | $40M round led by C. Ronaldo |
• Built the core backend platform from in close collaboration with CTO and Architect: designed and
shipped gRPC-based microservices covering matchmaking, quests/seasons, tournaments,
notifications, authentication, and moderation for millions of registered players
• Designed event-driven architecture for inter-service communication and analytics; replaced
polling-based APIs with push-based delivery, enabling the platform to scale from thousands to tens
of thousands of concurrent users without proportional infrastructure growth
• Eliminated the single point of failure in matchmaking by re-architecting a 20–30 GB in-memory
stateful service into a stateless, horizontally scalable design — unblocking elastic scaling under live
player load
• Architected event-sourced in-game economy platform handling store purchases, real-money
payments, and reward distribution: stateless Kafka consumers processed events across multiple
queues, with self-healing state persisted in PostgreSQL; extended with rewards probability engine
• Migrated legacy infrastructure to Kubernetes; implemented region-based game server allocation
across multiple global regions
• Profiled and optimized backend services using OpenTelemetry, CPU/memory profiling, stack trace
analysis, structured logging, and SQL query optimization to identify and resolve latency
bottlenecks
• Integrated console platform SDKs (PlayStation, Xbox), OAuth, and payment providers; built CDN-
based config distribution service for live season/content updates with the web team
• Owned CI/CD pipelines, Helm charts, and local development environment; maintained Python
integration test suite and gRPC/Protobuf code generationLinks: https://www.uflgame.com/
First major console/PC multiplayer release by Vizor Games
• Built backend microservices and infrastructure from the ground up wo...
First major console/PC multiplayer release by Vizor Games
• Built backend microservices and infrastructure from the ground up working closely with CTO: led
the transition to Kubernetes-based microservices; shipped from prototype to production
• Drove cross-team adoption of AWS spot instances for game-server fleets — prototyped the EC2 /
Kubernetes / gameserver lifecycle integration, presented the approach internally, shipped to
production; cut infra costs up to 70% vs on-demand
• Researched and implemented server-side NAT traversal to enable peer-to-peer multiplayer
connectivity for players behind restrictive network configurations
• Developed post-session processing service: ingested raw game data, ran rewards and stats
pipelines, triggered notifications, and published events to Kafka for downstream analytics in
Clickhouse
• Designed and developed event-driven microservice architecture; private and public RPC interfaces
• Established observability and performance testing practices: set up OpenTelemetry, distributed
tracing, structured logging, and profiling to diagnose backend performance issues under load
• Built Vue.JS-based internal admin tooling for the backend and web-tools teamsLinks: https://vizor-games.com/