Software Development Engineer at Microsoft
Systems tooling, game tech, and ML from first principles
I usually end up here because an existing tool annoyed me enough to build my own. Right now I'm spending an unreasonable amount of time reverse-engineering Fallout 4's renderer, writing Rust tooling for mod development, and training language models from scratch.
Reconstructing Fallout 4's rendering pipeline and bringing the Community Shaders model to the Creation Engine. Most days are C++, HLSL, runtime archaeology, and checking assumptions against the game.
π¦ overseer
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A Fallout 4 mod manager in Rust, modeled on the parts of Mod Organizer 2 I actually want: non-destructive installs, transactional deploys, real load-order handling, useful diagnostics, and a terminal UI.
π§ sky-ai
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My from-scratch language-model work: a clean-room GPT-2 (124M) reproduction and the training stack around it. The point is to understand everything below
model.generate(), not just call it.
π©Ή Addictol
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Fallout 4 engine fixes maintained with Dear Modding FO4: performance work, stability fixes, and crash patches collected in one plugin.



