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 — A tiny, deterministic Entity–Component–System core in pure JavaScript. Zero dependencies. No build step. Fourteen source files.
Caller-driven ticking — the library has no opinion about time
Phase-agnostic system scheduling with topological ordering (before/after)
Seeded PRNG + deferred structural mutation = deterministic simulation
Snapshot / restore for replay, branching, and time travel
Archetypes, hierarchy management, cross-world references
Query builder with where, project, orderBy, offset, limit
Entity-local scripting via handler tables
Storage flexibility: map for clarity, soa for throughput
Built for simulations, agent systems, and complex interactive state.
JSHack — A roguelike world used as an architectural stress test for agent-driven systems and simulation design.
DotNetHack — Earlier roguelike experiment exploring emergent mechanics and system-driven gameplay.
Deity-JS — A headless mood and influence engine for simulations and games.
Pixel_Buzz_Box — A real-time survival game for Raspberry Pi Pico in an infinite procedural world.
Writing
I publish on Substack — essays on AI-native development, simulation architecture, substrate design, and systems thinking.





