Software developer, four years. Currently in Michigan, relocating to Chicago.
I work on game engines, live server operations, and the occasional combinatorics problem.
Lost City — my commits →
Core contributor to LostCityRS/Engine-TS, an open-source RuneScape engine written in TypeScript. 45+ pull requests.
I work on game state and state transition systems, including a zone-based spatial index — the map is divided into 8×8 tile zones and entities are held in per-zone linked lists, so a proximity lookup searches neighbouring zones instead of scanning every entity in the world. I also coordinate engine behaviour across the boundary with the project's Rust networking layer.
The engine is the environment for RuneBench (Bittker et al., 2026), an AI agent benchmark. To be clear about credit: I maintain the engine it runs on. I did not write the benchmark.
tickzero.io — a live server I operate
A private fork of the engine, run end to end: Prometheus and Grafana observability with tiered alerting on p95 tick latency, health-gated deploys that roll back automatically on failure, a headless bot harness for load testing, and profiling work on the server hot paths.
fruitdeeps — combinatorics solver
An Old School RuneScape damage solver I wrote as an undergraduate. It computes the optimal action at every remaining-health value by dynamic programming over expected time-to-kill, weighing each action's damage distribution against its time cost. Largely superseded now, but parts of the approach are still referenced.
Most of them are working forks of upstream projects (LostCityRS, 2004Scape). That is how contributions get made — the work is in the pull requests, not in the fork listing.


