Founding Engineer, Backend and Protocol at Decent Land Labs (Load Network) (2024-06 – 2026-05)
L1 EVM blockchain with native Arweave integration for verifiable data storage. $3M seed. Worked across the stack around the product: decentralized storage and execution environment development, backend services, internal tooling, deployment pipelines, smart contracts, dashboard surfaces.
- Built the execution client based on Reth Ethereum blockchain client with backpressure handling and restart-persistent state; achieved stable work under the 16,000+ TPS, 95K txs/block, 1.7s block time
- Architected and built the consensus client from scratch based on Tendermint algorithm; integrated with the execution layer via ethereum Engine API
- Engineered the full blob-sidecar pipeline integration within the consensus client; replaced time-based blob pruning with Arweave-based archival pruning
- Designed push-based price oracle (load-price-loom) with EIP-712 signed submissions and a Chainlink-compatible interface for partners' stablecoin integrations
- Operated testnets (devnet, alphanet, qanet) with Ansible, Grafana/Prometheus monitoring, Blockscout block explorer, configured CI/CD and multi-arch Docker builds
- Built a Rust-based load generator for network stress and performance testing; used to validate throughput targets and identify bottlenecks under adversarial conditions; integrated as a tool in AI-agent test workflows
- Built internal AI-agent workflows for spec review, test generation, codebase navigation, and protocol edge-case research across open-source reference implementations
Senior Software Engineer, Backend at Strikerz Inc. / UFL Game (2022-09 – 2024-06)
AAA football simulator for console and PC. $40M round led by C. Ronaldo. Built the core backend platform in close collaboration with CTO and Architect: designed and shipped gRPC-based microservices covering matchmaking, quests/seasons, tournaments, notifications, authentication, and moderation for millions of registered players.
- Designed event-driven architecture for inter-service communication and analytics; replaced polling-based APIs with push-based delivery, enabling the platform to scale from thousands to tens of thousands of concurrent users without proportional infrastructure growth
- Eliminated the single point of failure in matchmaking by re-architecting a 20–30 GB in-memory stateful service into a stateless, horizontally scalable design — unblocking elastic scaling under live player load
- Architected event-sourced in-game economy platform handling store purchases, real-money payments, and reward distribution: stateless Kafka consumers processed events across multiple queues, with self-healing state persisted in PostgreSQL; extended with rewards probability engine
- Migrated legacy infrastructure to Kubernetes; implemented region-based game server allocation across multiple global regions
- Profiled and optimized backend services using OpenTelemetry, CPU/memory profiling, stack trace analysis, structured logging, and SQL query optimization to identify and resolve latency bottlenecks
- Integrated console platform SDKs (PlayStation, Xbox), OAuth, and payment providers; built CDN-based config distribution service for live season/content updates with the web team
- Owned CI/CD pipelines, Helm charts, and local development environment; maintained Python integration test suite and gRPC/Protobuf code generation
Senior Software Engineer, Backend at Vizor Games (2018-09 – 2022-09)
Blood of Heroes - First major console/PC multiplayer release by Vizor Games. Built backend microservices and infrastructure from the ground up working closely with CTO: led the transition to Kubernetes-based microservices; shipped from prototype to production.
- Drove cross-team adoption of AWS spot instances for game-server fleets — prototyped the EC2 / Kubernetes / gameserver lifecycle integration, presented the approach internally, shipped to production; cut infra costs up to 70% vs on-demand
- Researched and implemented server-side NAT traversal to enable peer-to-peer multiplayer connectivity for players behind restrictive network configurations
- Developed post-session processing service: ingested raw game data, ran rewards and stats pipelines, triggered notifications, and published events to Kafka for downstream analytics in Clickhouse
- Designed and developed event-driven microservice architecture; private and public RPC interfaces
- Established observability and performance testing practices: set up OpenTelemetry, distributed tracing, structured logging, and profiling to diagnose backend performance issues under load
- Built Vue.JS-based internal admin tooling for the backend and web-tools teams
Software Engineer / Data Engineer at EPAM Systems (2016 – 2018)
- Alpega Group: Developed Go microservices; led the first cloud migration to GCP, achieving significant performance improvements and cost reduction
- Merck Pharma: Performed data warehouse engineering, multi-regional migration and optimization, and data quality assurance
- EPAM: data pipelines feeding C-level / VP-level executive dashboards and the migration of internal analytics architecture to a new centralized corporate data lake