My most important project technically: an online MMORPG whose client and server I rewrote into my own engine. Millennium runs live, Empire is the next generation: OpenGL and GLSL, TCP/UDP networking off the frame, multi-threading, SSE2, an in-house UI, sprite and map editors, in-game Twitch streaming, VoIP, screen recording and more.
Tools for you and your team's productivity: notes edited live together, tasks, calendar, finances, custom shortcuts and commands for your device based on context, live prompting with your team for AI (Claude), desktop and mobile notifications, a drive with file sharing, bookmarks with a browser extension and more.
A Guitar Hero style game that charts any song by itself: give it an MP3 or a YouTube link, it separates the guitar from the band and a neural network trained on real charts writes every note to play. Cross platform: desktop and browser.
The website and account portal of the Helbreath Empire / Millennium servers: news, downloads, drop list, cash shop, account recovery, PayPal.
Website of a branding studio in the San Francisco Bay Area: an interactive home, work case studies, services, the team, contact.
The launcher of Helbreath Empire and Millennium, built on an updater library any game can use: checks every file, downloads changes from racing mirrors in parallel on every thread, zipped and signed releases, self-update, offline play. Admin tools pick what each update ships, and games can show it inside their own client.
Website of an Armenian restaurant in Spain. Its menu lives in the site and the restaurant edits it online: categories, dishes, prices, allergens, photos.
Sign-up, sign-in, sessions, email verification and Google sign-in written from scratch, around a demo events site.
A software studio's site: projects with a hover preview, a guided quote form that mails the brief, themes.
Online multiplayer tic-tac-toe: log in with a nickname, pick an opponent from the lobby, play, rematch. The C++ desktop client (SFML, SFGUI) compiled to WebAssembly; it plays against the same Linux game server as the Windows clients, its ENet traffic carried over a WebSocket.
A side-scrolling space shooter: fly through a scrolling starfield and blast the enemies with normal, triple or laser shots while dodging their fire (Ctrl+E brings enemies). C++23 on SFML 3.1 and kazilib, compiled to WebAssembly from the same code as the Windows build.
A multiplayer tile-map prototype: make an account, click to walk around a 100x100 grid and watch other players move live. A C++23 SFML client compiled to WebAssembly, talking to an ENet game server on Linux over a WebSocket gateway, accounts in MySQL.
A turn-based strategy game in progress: make an account and log in from your browser to see its first isometric tiles. One C++ client builds for Windows and WebAssembly and talks to a Linux server through ENet over a WebSocket gateway, accounts in MySQL.
Press a key and a new cogollo appears: a random mix of arms, faces, bodies and feet in random colours, plus a grid where two cogollos walk and drop bombs. A 2022 C++ prototype, now compiled to WebAssembly from the same code as the Windows build.
My first portfolio page: education, languages, projects and a contact form in Spanish, two variations switched from a floating window.
| Position / Company | Key Responsibilities & Achievements |
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| Founder / Lead Developer Helbreath Empire 2012 - Present - 13 Years - |
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| Full Stack Developer / Team Lead The Fuzzy Fish 2018 - 2019 - 1 Year - |
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| Senior Developer Helbreath Olympia 2019 - 2023 - 4 Years - |
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| Freelancer Self-Employed 2012 - Present - 13 Years - View Portfolio View GitHub |
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A Helbreath packet that once took three lines per field now takes one line per packet. Here is how I watched C++ get there: from pointer casts and hand-moved cursors to variadic templates, tuples, structured bindings and objects that serialize themselves.
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