Portfolio Navigator & Architectural Index
Valeriya Pudova (hww)
Systems Architect | R&D Infrastructure Engineer | Low-Level Specialist
🌐 GitHub Profile | 💼 LinkedIn | ✉️ Telegram: @core_systems_eng
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
| Medical PPG Wristband Prototype | R&D Project | Documentation |
- 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.
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⚡ Tech Stack: Compiler Design, Interpreter Internals, Memory Sandboxing, Virtual Machine, Custom DSL.
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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.
| Koch Fractals & Noise Flowfield Demos | Personal Projects (PP) | Fractals Repo | Flowfield Repo |
- 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.
| XiDebugMenu & XiSound Systems | Personal Projects (PP) | Debug Menu Repo | Sound Repo |
- 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.
| VARP Oscilloscope Asset | Personal Project (PP) | Documentation |
- 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
| Gamebryo with GambitC Integration | Commercial R&D | Documentation |
- 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.
| 3D Ray Tracer | Personal Project (PP) | Source Code |
- 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.
| Aleste 520 Computer Emulator | Personal Project (PP) | Documentation |
- 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 |
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Developed the low-level firmware and dynamic memory injection hooking mechanics for the commercial Pro Action Rocky cheat cartridge hardware operating on Nintendo devices.
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⚡ Tech Stack: Assembly, Verilog, Actel, Firmware, Memory Injection, Reverse Engineering, SolidWorks.
2003 - 2004
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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.
| Nintendo 64 Custom Mini-Game | Personal Project (PP) | Documentation |
- 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.
2. High-Performance & Zero-Allocation Graphics
- 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.
3. Game Engine Tooling & Input Abstraction
- 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] Part 2 - Gameplay Programming — 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
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[RU] Part 1 - Gameplay Programming — 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
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[EN] Part 2 - Game Developing — Clarification for the Creative Team A high-level overview of game development processes tailored for non-technical creative teams. Read article
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[EN] Part 1 - 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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[EN] Part 1 - 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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[EN] Part 2 - Project File Organization in Unity 3D Proposes a scalable project directory structure to streamline asset management and SCM workflows. Read article
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[EN] Part 3 - Art- и GD-data Organization Unity 3D Proposes a scalable project directory structure to streamline art and game asset management and SCM workflows. Read article
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[RU] Part 1 - 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] Part 2 - Project File Organization in Unity 3D Proposes a scalable project directory structure to streamline asset management and SCM workflows. Read article
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[RU] Part 3 - Art- и GD-data Organization Unity 3D Proposes a scalable project directory structure to streamline art and game asset management and SCM workflows. Read article
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[RU] Against the Loop: A Manifesto for Interactive Game DevelopmentD This is not a technical manual. It is a consolidation of 25 years of hard-won insights — a manifesto arguing that runtime editing and instant feedback are not luxuries but necessities. Every second saved from the edit-compile-run cycle is not just time, but attention returned to the developer. Read article
📄 2020
- [RU] The Art of Motion: How Animation Shapes Game Design and How to Perfect It The aesthetics of motion is the foundation of game design. This article breaks down how animation shapes gameplay, why quick prototypes matter, and how to polish movement until it becomes instinctive for the player. 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
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[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 -
[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