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Report abuseWelcome to my GitHub. I'm a Software Engineer with a strong foundation in C++ and real-time systems, and a deep specialization in audio programming and DSP.
I work across game and engine development, with professional experience in AAA game audio pipelines, middleware integration (Wwise, FMOD), and performance-critical runtime systems. While audio is my core domain, I build and contribute to broader gameplay and tooling systems as well.
My focus is on building interactive systems: Gameplay and Engine tools, audio middleware and systems (integration and custom DSP). I've shipped commercial VST/AU plugins, developed game audio systems, and created gameplay-adjacent tools and prototypes across multiple engines.
Outside of core engineering work, I experiment with procedural audio, game development tools, SFX/music production, and plugin development for creatives, as well as regularly contribute open source tools.
From: 19 May 2022 - To: 26 August 2026
Total Time: 3,090 hrs 59 mins
C# 1,079 hrs 30 mins >>>>>>>>>---------------- 34.67 %
C++ 1,032 hrs 30 mins >>>>>>>>----------------- 33.16 %
C 396 hrs 17 mins >>>---------------------- 12.73 %
Objective-C 137 hrs 21 mins >------------------------ 04.41 %
C/C 100 hrs 14 mins >------------------------ 03.22 %
GDScript3 90 hrs 54 mins >------------------------ 02.92 %
JavaScript 66 hrs 24 mins >------------------------ 02.13 %
HTML 43 hrs 23 mins ------------------------- 01.39 %
CMake 28 hrs 27 mins ------------------------- 00.91 %
Markdown 25 hrs 43 mins ------------------------- 00.83 %The Programmer's Handbook is an open source initiative to collect, archive, and localize all programming knowledge in one collective space.
Custom C# Dictionary implementation, serializable by the Unity inspector.
Simple implementation of an Interaction System for Unreal Engine. Utilises two components that communicate with each other through an interface.
C++ 10
Simple C++ implementation of a basic Procedural Reverb algorithm. Includes an example usage case with a simulated sinusoidal signal.
C++ 8
Simple C++ implementations of some basic Audio DSP Distortion techniques. Includes an example usage case with a simulated sinusoidal signal.
C++ 7
A JUCE component for rendering images with nine-slice (scale-9) scaling, preserving crisp corners at any size.
C++
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