HWW Portfolio

Software and Hardware Developer

Portfolio Navigator & Architectural Index

hww

Valeriya Pudova (hww)

Systems Architect  |  R&D Infrastructure Engineer  |  Low-Level Specialist

🌐 GitHub Profile  |  💼 LinkedIn  |  ✉️ Telegram: @valery_h2w  |  ✉️ Email: valery.hww@gmail.com

Read CV (EN) Посмотреть резюме (RU) Acknowledgments

Systems Architect · R&D Engineer · Runtime & Low-Level Specialist

I design software runtimes, game-engine architecture, embedded systems, and hardware-software solutions. My work spans deterministic simulation, data-oriented programming, virtual machines, compilers, FPGA development, and real-time digital signal processing.

I focus on the engineering problems beneath the surface: execution models, memory layout, system boundaries, performance, and the integration of software with physical hardware.


Explore

Projects Projects & Engineering History

Selected engineering projects across runtime architecture, programming languages, Unity, embedded systems, FPGA, and hardware.

Articles Articles & Technical Papers

Technical writing on game architecture, deterministic runtimes, performance engineering, and development practices.

About Me About Me

Professional background, core competencies, education, and contact information.

Selected Engineering Projects

Runtime Architecture & Embedded Tooling

SOOT: Scriptable Object-Oriented Toolkit

An embeddable Lisp-based automation and runtime environment for resource-constrained platforms, including MCUs and DSPs. Combines an interactive REPL, scriptable build orchestration, source preprocessing, and a virtual-machine execution layer through the SOOT and Carbon ecosystem.

Hardware, FPGA & Embedded Systems

KIRA SHARC DSP Module

Designed a standalone digital signal-processing module for real-time audio processing, combining dedicated DSP hardware with embedded software.

6DOF IMU Hand Tracking Gloves — Arcadia/VR Commercial Project

Architected firmware, sensor-fusion algorithms, and hardware integration for VR input gloves using a distributed array of 6DOF IMU sensors.

Aleste LX FPGA Computer

Implemented a classic computer architecture in SystemVerilog on FPGA, exploring hardware design and digital system integration.

Oculus Quest 2 — Haptic Feedback Rifle — Arcadia/VR Commercial Project

Designed the electrical system, custom I/O signaling, and mechanical interface for a haptic-feedback rifle peripheral used in commercial VR experiences.

Browse all projects →


Selected Articles

SOOT: A Compiler and Virtual Machine for a Strictly Typed Language

An evolving language runtime combining a compiler, virtual machine, incremental REPL, garbage collector, and a fixed-tick scheduler for scripted state machines. A series exploring the architectural decisions and engineering trade-offs behind the system.

Game Developing — The Last of Us Case Study

An architectural study of Naughty Dog’s game runtime, exploring its object model, scripting language, compiler, virtual machine, and data-driven development workflow.

Lisp-Based Scripting in Unity 3D: A Practical Case Study

Integrating Scheme scripting into Unity, covering runtime integration, interactive development, bytecode execution, and the connection between a dynamic language and a game engine.

Browse all articles and technical papers →


Architectural Consulting & Collaboration

I am open to project-based collaboration, technical consulting, architecture reviews, and challenging engineering roles.

Areas where I can contribute include:

For inquiries, contact me via Telegram or email.


Background

My engineering foundation combines game-engine development, low-level software architecture, and hands-on hardware R&D. My experience includes work at SyberSoft and Rocket Amusements, as well as independent research into runtime systems, graphics, and embedded development.

Selected academic work includes:

I work in English and Russian.

For more about my background and experience, see About Me and the CV in English or CV in Russian.


GitHub · LinkedIn · Telegram · Email · Acknowledgments