Writing

Engineering deep-dives

How I think about the hard parts of the work — cross-platform SDK architecture, AI-powered developer tooling, and test automation at scale. Written to show the reasoning, not just the result.

AI Dev Tooling · C++ Engine

Building a C++ engine with an AI agent harness

A grounded research agent and a C++ review agent, tied to my testing gates, that let me build a low-level Vulkan voxel engine solo — leverage without vibe-coding.

Claude agentsC++ engineAgentic workflows
SDK Architecture

Shipping one feature in lockstep across Unity, iOS & Android

A single mediation feature spans a C# API, an Obj-C/Swift layer, and a Java/Kotlin layer. Keeping the surface, versioning, and behavior identical across all three.

Unity · C#Native FFIAPI design
Test Automation

A cross-platform end-to-end test framework on real devices

A custom device-level harness — because ad SDKs seize Unity's focus and in-engine automation can't reach them. Maestro flows, real devices, unified reporting.

MaestroBrowserStackTestRail / Allure
AI Dev Tooling · CI/CD

AI tooling I built for a cross-platform SDK pipeline

Release-automation skills, LLM-assisted test authoring, project-context grounding, and review-workflow guardrails — the AI pieces I authored inside the SDK monorepo.

Claude / LLMSkill authoringRelease automation
Live Game Ops · Build & Reliability · 2019–2021

Keeping a live game shippable

Two years on TerraGenesis (2019–2021): halving the build (300→160 MB), hardening the launch path with on-demand assets and a remote-config watchdog, and automating the fragile parts of the mobile build.

Build optimizationLaunch reliabilityCI
Game Economy · Live-Ops · 2022

Building a config-driven live-ops store for a shipped game

The store & economy for TerraGenesis: Landfall (2022) — deals, sales, bundles, and pricing as data a designer edits and a server retunes, so live-ops runs without an app update.

Unity · C#IAPGame economy