Shell
Forecast
Shelling forecasts for Florida beaches, with a shell guide and photo shell identification. iOS and Android apps are on the way.
shellforecast.comEngineer with 20+ years in the industry, from AAA games at Sony through VFX, full-stack, and cloud. These days focused on AI/ML and client work through Peak Evergreen.
Built and run through Peak Evergreen. Swipe for more.
Shelling forecasts for Florida beaches, with a shell guide and photo shell identification. iOS and Android apps are on the way.
shellforecast.comProject tracking and learning for foods and cultures that change over time: fermentation, living cultures, bread and dough. iOS and Android apps are on the way.
usecultured.comLLMs, LangChain, RAG, Vector Databases (Pinecone, Qdrant), Model Deployment & Scaling, PydanticAI, Agents. Built and ran LLM matching and vector-search pipelines that serve live traffic on Kubernetes.
AWS, Azure, GCP, Kubernetes, Helm, OpenTofu, AWS CDK, Docker, CI/CD Pipelines
Python, JavaScript, TypeScript, C, C++, Rust
FastAPI, Django, Node.js, React, React Native, PostgreSQL, Redis, Snowflake
Pipeline Development, Character Rigging, Motion Capture, Qt/PySide, MEL/Python Tools
MDM Solutions, Active Directory, Ubiquiti UniFi, Asset Management, Help Desk Operations
Still in the code daily: shipping full-stack apps, cloud infrastructure, and AI features for Southwest Florida and remote clients.
Took AI services from design into production, including moving candidate matching onto LLMs with Python, LangChain, and FastAPI. Built and ran Kubernetes microservices for recruiting platforms serving millions of users.
Built a Django and Ionic inventory system integrated with ServiceTitan for real-time tracking of $100k+ in warehouse stock. Stood up GitLab/Rancher CI/CD and moved infrastructure onto Docker and Kubernetes.
Lead developer on HealthMeDocs, Ready Care Connect, Health By DNA, WeVets, DonorDex, and franchise/ordering apps. Wrote Python and Docker tooling for task management, backups, and GitLab CI while running delivery for the team.
Built studio-wide Python/MEL pipeline tools and mocap-ready character rigs for The Last of Us, Uncharted 3, and Killzone: Shadow Fall.
Cloth sims and character setup on Avatar, Battle: Los Angeles, and Gulliver's Travels.
Ran cloth and hair sims in Maya, wrote MEL/Python pipeline tools, and helped on the in-house renderer.
Automated simulation-engine pipelines in bash and modeled assets for government projects and I/ITSEC 2006.
Computer science program with a focus on game development.
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