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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 & 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

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