At Efecto Studios, I build real-time systems and game development frameworks, including peer-to-peer rollback netcode, fixed-point mathematics, bespoke 2D physics, and deterministic state synchronization.
I’ve engineered Action-Space A* pathfinding, network-replicated kinematics, procedural generation, multithreaded animation pipelines, inverse kinematics, and editor utilities that reduce friction between engineering, art, layout, and design teams. I also profile and optimize CPU/GPU memory usage across large-scale codebases using UE4/5, C++, Unity, C#, Blender, GGPO, and ControlRig.
