Software architect and AI systems builder focused on collapsing the distance between idea and execution. I design AI-native development environments, simulation substrates, and governed application systems that allow complex software to emerge quickly, safely, and iteratively.
My work tends to live underneath the visible layer — the primitives, the state models, the constraints that shape what becomes possible. I’m interested in systems where software is synthesized rather than hand-assembled, where iteration is cheap, and where understanding compounds faster than code.
That thread runs through everything I build: deterministic simulation engines, agent-driven architectures, roguelike worlds used as system stress tests, and development environments designed to translate emerging AI capabilities into practical workflows.
I care about substrate. The layer below abstraction. The mechanics that make complex systems navigable.
Outside of software, I paint, sculpt, ski, drum, and grow rare medicinal plants. Each discipline reinforces the same idea: precision and creativity are not opposites — they sharpen each other.
- ecs-js — Deterministic, zero-dependency Entity–Component–System architecture for JavaScript.
- JSHack — Mobile-first browser roguelike and living systems-design laboratory.
- Graffiti — Real-time collaborative drawing system built around exact scenes, spatial data, and durable world state.
- Signal Control Tower — Local Signal-to-Codex work dispatcher with durable queues, validation, and artifact delivery.
- blackstem — Inspectable compiler pipeline that turns bounded language into executable tool plans.
- Pixel Buzz Box — Raspberry Pi Pico arcade survival game set in an infinite procedural world.
Writing
I publish on Substack — essays on AI-native development, simulation architecture, substrate design, and systems thinking.





