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.
An open launcher, installer and update server for any software, with game hubs where every server advertises the others: signed updates that never download a file twice, even when folders move, in 8 languages. It powers helbreath.co's Helbreath Millennium and Helbreath Empire.
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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