Portfolio Navigator & Architectural Index
Valeriya Pudova (hww)
Systems Architect | R&D Infrastructure Engineer | Low-Level Specialist
🌐 GitHub Profile | 💼 LinkedIn | ✉️ Telegram: @valery_h2w | ✉️ Email: valery.hww@gmail.com
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 & Engineering History | Selected engineering projects across runtime architecture, programming languages, Unity, embedded systems, FPGA, and hardware. |
| Articles & Technical Papers | Technical writing on game architecture, deterministic runtimes, performance engineering, and development practices. |
| 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
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.
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.
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:
- Runtime architecture: deterministic simulation, state machines, task scheduling, and isolated execution environments.
- Performance engineering: memory layout, low-allocation C#, Zero-GC techniques, profiling, and data-oriented design.
- Programming languages: interpreters, virtual machines, embedded Lisp/Scheme, compilers, and domain-specific languages.
- Systems integration: embedded firmware, microcontrollers, FPGA/HDL, PCB design, and hardware-software integration.
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:
- UC BerkeleyX CS184.1x — Foundations of Computer Graphics: 100% score; subsequently invited to serve as a Teaching Assistant in 2013 and 2014.
- UC BerkeleyX CS188.1x — Artificial Intelligence: 97% score.
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