Portfolio Navigator & Architectural Index
About Me
I am a Full-Cycle Systems Architect and R&D Engineer specializing in the seamless convergence of hardware development, low-level execution layers, and high-performance software environments. My architectural expertise spans from raw hardware prototyping—including schematics design, in-circuit programming, FPGA/HDL development, and microcontrollers—to complex software infrastructure, embedded language interpreters, custom compilers, and digital signal processing (DSP) for real-time audio synthesis and processing.
The core of my engineering career is rooted in game development and deep-level runtime research. I specialize in the reverse engineering and architectural analysis of world-class proprietary AAA engines (including comprehensive teardowns of Naughty Dog and Insomniac Games pipelines). My structural work focuses on designing deterministic virtual machines, building customized Domain-Specific Languages (DSL), and deploying high-velocity scripting engines (such as custom embedded Lisp/Scheme runtimes) to completely replace high-ceremony native code with flexible, data-driven execution layers.
Beyond software architecture, I operate a fully equipped, modern hardware and manufacturing R&D laboratory. The facility integrates professional electrical engineering instrumentation with industrial fabrication capabilities, featuring CNC machinery, multi-axis milling, precision turning, and advanced additive manufacturing (3D printing). This infrastructure allows me to rapidly prototype complete Hardware-Software Complexes (HSC / ПАК), taking projects from raw schematic routing and mechanical fabrication to custom native runtime deployment.
Academic R&D & Credentials
Education & Courses
| Institution |
Year |
Course / Program |
Score / Role |
| BerkeleyX |
2012 |
CS188.1x: Artificial Intelligence |
97% |
| BerkeleyX |
2012 |
CS184.1x: Foundations of Computer Graphics |
100% |
| BerkeleyX |
2013 |
CS184.1x: Foundations of Computer Graphics |
Teaching Assistant (TA) |
| BerkeleyX |
2014 |
CS184.1x: Foundations of Computer Graphics |
Teaching Assistant (TA) |
Languages
- English: Fluent / Professional Working Proficiency
- Russian: Native speaker
Projects & Engineering History
A comprehensive, reverse-chronological index of my system architecture, hardware design, and software R&D projects.
2026
- Designed and engineered a high-precision medical photoplethysmogram (PPG) wristband prototype explicitly optimized for the Smart Sports platform.
- ⚡ Tech Stack: In-Circuit Programming, Low-Power Microcontrollers, Biometric Sensor Fusion, Hardware Prototyping.
| KIRA Shark — Digital Signal Processor Module |
Personal Project (PP) |
Documentation |
- Architected and manufactured a standalone, high-performance hardware digital signal processor (DSP) module for advanced real-time audio and data manipulation.
- ⚡ Tech Stack: Schematic Design, DSP, Precision Electrical Engineering, PCB Layout, C/C++.
2025
| Lisp-Based Development Ecosystem |
Personal Project (PP) |
Documentation |
- Engineered a lightweight, high-performance embedded Lisp development environment tailored explicitly for heavily resource-constrained hardware platforms.
-
⚡ Tech Stack: Compiler Design, Interpreter Internals, Memory Sandboxing, Virtual Machine, Custom DSL.
-
| Aleste LX FPGA Computer |
Personal Project (PP) |
Source Code |
- Developed a modern, hardware-compatible FPGA implementation of the classic Aleste 520EX computer system from scratch using SystemVerilog.
- ⚡ Tech Stack: SystemVerilog, FPGA, RTL Design, Hardware Emulation, Retro-Engineering.
2022
| Oculus Quest 2 — Haptic Feedback Rifle |
Arcadia/VR Commercial Project |
Documentation |
- Designed the electrical engineering layout, custom I/O signaling, and mechanical interface for a VR haptic-feedback arcade rifle peripheral.
- ⚡ Tech Stack: VR Interop, Haptics Firmware, Hardware-Software Complex (ПАК), Microcontrollers.
| XiGameTool — Unity 3D Data Pipeline |
Personal Project (PP) |
Source Code |
- Built a highly optimized game data extraction, transformation, and serialization toolset designed to optimize asset pipelines inside the Unity Editor.
- ⚡ Tech Stack: Unity 3D, C#, Data Serialization, Editor Tooling.
| XiDebugDraw — Unity 3D Debugging Tool |
Personal Project (PP) |
Source Code |
- Developed a zero-allocation, high-performance immediate-mode 3D runtime visual debugging and gizmo drawing framework for Unity.
- ⚡ Tech Stack: Unity 3D, C#, Runtime Introspection, Graphics Rendering Pipeline.
| XiKeyboard — Emacs Keyboard Subsystem |
Personal Project (PP) |
Source Code |
- Authored a custom menu and complex keyboard binding abstraction layer replicating GNU Emacs input paradigms directly inside the Unity Editor.
- ⚡ Tech Stack: Unity 3D, C#, Editor Scripting, Input Mapping Systems.
| Open GOAL Type System (Common Lisp) |
Personal Project (PP) |
Source Code |
- Implemented a standalone parser, validator, and compiler type analyzer for Naughty Dog’s proprietary Open GOAL language using Common Lisp.
- ⚡ Tech Stack: Common Lisp, AST Parsing, Type Systems, Reverse Engineering.
| Open GOAL Type System (Racket) |
Personal Project (PP) |
Source Code |
- Developed an alternative, functional implementation of the Open GOAL type analyzer infrastructure using the Racket ecosystem.
- ⚡ Tech Stack: Racket, Scheme Dialect, Functional Programming, Syntax Objects.
2021
| 6DOF IMU Hand Tracking Gloves |
Arcadia/VR Commercial Project |
Documentation |
- Architected the firmware, sensor fusion algorithms, and hardware layout for VR input gloves leveraging multi-node 6DOF IMU sensor arrays.
- ⚡ Tech Stack: Firmware Development, IMU Sensor Fusion, Hardware Prototyping, Low-latency I/O.
2020
| Crazy Claw Emojis Arcade Game |
Commercial Product (Rocket Amusements) |
Documentation |
- Lead engineer for a physical arcade redemption machine. Wrote the complete game software execution layer and optimized runtime operations.
- ⚡ Tech Stack: Unity 3D, C#, Game State Architecture, Arcade Hardware Interop.
2019
| Rocket Amusements Cabinet I/O Board v2 |
Commercial Hardware |
Documentation |
- Designed and routed a high-reliability, low-latency master I/O motherboard revision for physical arcade cabinets, managing heavy industrial loads and sensor inputs.
- ⚡ Tech Stack: Schematic Capture, PCB Routing, Industrial I/O, Hardware Security.
2018
| Crazy Claw Junior Arcade Machine |
Commercial Product (Rocket Amusements) |
Documentation |
- Developed the software execution loop and deployment pipelines for the compact junior variant of the virtual claw machine line.
- ⚡ Tech Stack: C#, Unity 3D, Embedded Logic, Automation.
- Authored high-performance mathematical visualizers exploring vector fractals and fluid flowfields.
- ⚡ Tech Stack: Unity 3D, Vector Mathematics, Procedural Rendering, Algorithmic Optimization.
2017
| Unity 3D MVC Architectural Framework |
Personal Project (PP) |
Source Code |
- Developed a clean, lightweight Model-View-Controller structural pattern to enforce separation of concerns in complex Unity UI and state graphs.
- ⚡ Tech Stack: Unity 3D, Software Design Patterns, C# Refactoring.
2016
| Crazy Claw Original Arcade Machine |
Commercial Product (Rocket Amusements) |
Documentation |
- Architected the full software system, input routing, and device synchronization code for the flagship physical arcade redemption title, deployed in mass production in China.
- ⚡ Tech Stack: Unity 3D, C#, Embedded Runtimes, Hardware Integration.
- Created an in-game text-only debug interface overlay and a custom micro-allocated low-overhead sound system for resource-constrained Unity builds.
- ⚡ Tech Stack: Unity 3D, UI Optimization, Audio Buffer Management.
2015
| Rocket Amusements Cabinet I/O Board v1 |
Commercial Hardware |
Documentation |
- Engineered the initial proprietary physical hardware I/O controller card to bridge arcade cabinet mechanical coin-ops, buttons, and lights with the PC engine layer.
- ⚡ Tech Stack: Electrical Engineering, Microcontroller Firmware, Serial Interop, Hardware Layout.
- Authored a production-grade live runtime vector oscilloscope simulator asset published on the Unity Asset Store.
- ⚡ Tech Stack: Graphics Math, Signal Visualization, Custom Inspectors.
2012
- Successfully embedded the GambitC Scheme interpreter directly into the Gamebryo C++ AAA engine architecture, enabling data-driven gameplay loops.
- ⚡ Tech Stack: C++, Gamebryo Engine, GambitC Scheme, Embedded Runtimes, Script Interop.
- Built a pure, scratch-written deterministic 3D ray tracing rendering engine exploring lighting, reflection vectors, and spatial shadows.
- ⚡ Tech Stack: C++, Software Rendering, Ray Tracing, Linear Algebra.
2008 - 2011
| Driver Training Interactive Courseware Platform |
Commercial Enterprise Software |
Documentation |
- Architected the simulation states, asset pipelines, and client-server synchronization logic for a highly distributed, scalable web-based interactive driving simulation platform.
- ⚡ Tech Stack: Architecture, Simulation Logic, Enterprise Systems.
2005 - 2007
| Nintendo Game Boy Advance SP & DS “On TV” Hardware |
Commercial Hardware Devices |
Documentation |
- Developing the proprietary LCD screen to TV interface for the Nintendo GBA SP and Nintendo DS handhelds. Engineered custom FPGA/hardware devices to capture, scale, and output pure digital console video feeds directly onto standard television monitors.
- ⚡ Tech Stack: Reverse Engineering, Hardware Hacking, FPGA, High-Speed Video Processing, Signal Capture.
- Wrote a cycle-accurate software emulator for the unique domestic Aleste 520EX computer system to preserve legacy hardware logic on modern PC architectures.
- ⚡ Tech Stack: C++, Low-Level Emulation, Assembly, Retro-Computing.
2004 - 2005
| Pro Action Rocky — Nintendo Cheat Device |
Commercial Consumer Hardware Product |
Documentation |
-
Developed the low-level firmware and dynamic memory injection hooking mechanics for the commercial Pro Action Rocky cheat cartridge hardware operating on Nintendo devices.
-
⚡ Tech Stack: Assembly, Verilog, Actel, Firmware, Memory Injection, Reverse Engineering, SolidWorks.
2003 - 2004
-
| SyberEngine 3D Development Platform |
Commercial Core Engine Product |
Documentation |
- Served as Core System Architect, engineering a high-velocity, cross-platform component-based game engine from scratch. Developed a proprietary bytecode VM (SyberScript), a custom FSM compiler, native Maya asset toolchains, and a live graphics debugger interface.
- ⚡ Tech Stack: C++, OpenGL, Core Engine Development, Custom Compiler, Bytecode VM, IDE Engineering.
Before 2000
| Nintendo 64 Hardware Debugger Platform |
R&D / Reverse Engineering |
Documentation |
- Reverse-engineered the complex cartridge bus and memory mapping architecture of the Nintendo 64 console. Designed and manufactured a custom physical hardware platform to enable remote software loading, ROM emulation, and live execution debugging.
- ⚡ Tech Stack: C++, Delphy, MaxII+, Altera, Reverse Engineering, Hardware Prototyping, Signal Analysis, Bus Sniffing, Microcode.
- Authored a low-level optimized mini-game for the Nintendo 64 architecture, writing custom software directly targeting the console’s bare metal and proprietary graphics processing pipeline.
- ⚡ Tech Stack: MIPS Assembly, C++, Low-Level Console Architecture, Reality Coprocessor (RCP) Interop.
| Digital Signal Processing & Real-Time Audio Synthesis |
Commercial Audio Product |
Documentation |
- Architected low-overhead firmware and assembly routines for dedicated Digital Signal Processors (DSP) to achieve real-time additive and subtractive hardware audio synthesis.
- ⚡ Tech Stack: DSP Assembly, Audio Synthesis Algorithms, Fixed-Point Math, C++.
| MagicSound Stereophonic Audio Card for Aleste 520EX |
Commercial Hardware Expansion |
Documentation |
- Designed and routed the schematic architecture for the classic MagicSound expansion card, introducing high-fidelity multi-channel stereophonic audio and direct DMA mixing to the Aleste computer system.
- ⚡ Tech Stack: Circuit Design, Sound Chip Interop, DMA, PCB Routing.
| Aleste 520EX Home Computer System |
Commercial System Hardware Product |
Documentation |
- Acted as the Lead Hardware and Systems Developer for the legendary, highly compatible domestic Aleste 520EX personal computer system, engineering core logic integration, memory mappers, and system bios runtimes.
- ⚡ Tech Stack: Hardware Systems Engineering, Schematic Design, Z80 Assembly, Operating System Internals.
Production Code Samples
A curated showcase of my engineering style, demonstrating architectural patterns, low-overhead algorithms, and multi-paradigm programming.
1. Language Engineering & Abstract Syntax Trees (AST)
- Open GOAL Type System (Common Lisp) — Language Parser & Semantic Analyzer
- Demonstrates production-grade functional architecture, custom AST parsing, compiler type analysis, and reverse-engineering of Naughty Dog’s proprietary engine typings.
- XiJSON Serialization Engine — Lightweight Tokenizer & Parser
- A zero-boilerplate, highly efficient compiler-like parsing module written to achieve ultra-fast data serialization without reflection overhead.
- XiDebugDraw (C# / Unity 3D) — Immediate-Mode Rendering Framework
- Showcases memory-optimized, zero-allocation runtime 3D drawing algorithms, custom geometry generation, and direct interaction with the engine’s low-level rendering loop.
- Pure 3D Ray Tracer (C++) — Software Rendering & Linear Algebra
- A scratch-written deterministic ray tracing core demonstrating deep understanding of vector mathematics, programmatic lighting calculations, shadow vectors, and spatial partitioning.
- XiKeyboard Interop Layer — Complex Input Abstraction Matrix
- Implements a robust menu and keystroke handling state engine that fully replicates GNU Emacs complex modifier key bindings and contextual input schemas inside a host editor.
- XiGameTool Asset Pipeline — Data-Driven Workflow Automation
- Demonstrates advanced editor workflow meta-data extraction, automated asset sanitization, and pipeline-level serialization architecture.
Отлично! Вот полный, единый и отформатированный список всех ваших статей и заметок, отсортированный от самых свежих к самым старым, с языковыми префиксами и переведёнными на английский заголовками:
Articles & Technical Papers
A curated list of my architectural research, reverse engineering, production pipelines, and creative team methodologies.
Legend: [EN] — English, [RU] — Russian
📄 2022
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[RU] Three Core Components of a Successful Game Studio
How to unlock the creative potential of your team? Explores trust, communication culture, shared vision, and passion for the craft.
Read article
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[RU] AAA Game Development Methods for Indie Studios — Common Ground in Naughty Dog & Kojima Productions
Why indie developers should analyze AAA titles like Death Stranding and The Last of Us, and adapt their approaches in practice.
Read article
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[RU] Gameplay Programming #2 — Clarification for the Creative Team
A creative-focused companion to the technical breakdown of The Last of Us. Bridges the gap between engineering and game design perspectives.
Read article
-
[RU] Gameplay Programming #1 — The Last of Us Case Study
A brief reverse engineering analysis of Naughty Dog’s Game Runtime Base Foundation System. Covers KIS principles and customization flexibility.
Read article
-
[EN] Game Developing — Clarification for the Creative Team
A high-level overview of game development processes tailored for non-technical creative teams.
Read article
-
[EN] Game Developing — The Last of Us Case Study
A comprehensive architectural breakdown of Naughty Dog’s engine and runtime systems.
Read article
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[RU] Myths and Misconceptions of a Game Programmer
Common fallacies and professional delusions encountered during game development. A reflective piece on mistakes and learning.
Read article
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[RU] File Naming Conventions in Unity 3D
Part of a series on file organization. Covers core naming techniques for project clarity and team collaboration.
Read article
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[RU] Project File Organization in Unity 3D
Proposes a scalable project directory structure to streamline asset management and SCM workflows.
Read article
📄 2020
- [RU] Orchestrating Art and Game Design Data in Unity 3D
Examines the boundary between creative assets and engine code. Details data-driven schema injections to decouple design iteration from native changes.
Read article
📄 2013
- [EN] Lisp-Based Scripting in Unity 3D: A Practical Case Study
Deep-dive white paper on integrating an embedded Scheme interpreter into Unity. Covers first-class continuations for coroutines, runtime REPL context injection, and reflection overhead mitigation.
Read article
📄 2003
-
[EN] SyberEngine — Rapid Game Development System Overview
Original technical specification of a custom C++ component-based engine. Outlines bytecode VM design, native FSM compilers, and automated Maya asset-export pipelines.
Read article
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[EN] SyberEngine — The SyberScript Language Reference
Complete language reference for the SyberScript VM. Covers syntax, FSM declarations, class system, and built-in operators.
Read article
📄 Quick Notes (2022)
Short technical notes for personal reference on specific Unity 3D topics.
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[RU] Unity Spawning Methods — Methods for instantiating scene actors in Unity.
Read note
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[RU] Real-Time Simulation Specifics in Unity 3D — Peculiarities of real-time simulation within the Unity environment.
Read note
🏷️ Keywords
3d games gamedesign gamedev indiegames creative animations pipeline scripting multitasking object system runtime finite state machines AI programming simulation c++ lisp golang dsp fpga verilog verilator eda xpedition hyperlynx solidworks nx