Godot and shaders
Small gameplay prototypes and GLSL tests. I use them to learn how an effect works before worrying about whether it belongs in a finished game.
Lead game developer · Romania
I build multiplayer games and keep them working after players arrive.
I started by repairing MTA roleplay servers at fourteen. Since then I have built Roblox games from the ground up, led live development, dealt with exploits, and learned when a game needs engineering—and when it needs a better reason for players to return.

Answers are grounded in the information on this portfolio.
About
I learned development by fixing things I did not yet understand. At fourteen, that meant broken MTA roleplay servers, unfamiliar Lua, and a lot of searching through other people’s code until the errors made sense.
That habit stayed with me. At XOX I went from building early games largely alone to coordinating people and maintaining live titles that reached roughly 25,000 concurrent players. The job has included programming, UI, models, exploit fixes, live updates, and the less visible work of deciding what is worth building next.
I still want to make original, story-led games. The hardware, Linux, Godot, shader, and local-AI experiments elsewhere on this page are how I keep learning outside the demands of a live studio.
Selected work
Not every project became a permanent success. Each one changed how I build.

Games I helped build from an empty Roblox place into live titles reaching roughly 25,000 concurrent players.
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Confidential spatial-development work inside Meta Horizon Worlds, where the useful details are mostly the constraints.
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Original game ideas and prototypes that competed with the demands of running XOX Studio.
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Early contract work on Taxi Boss and The Drive, where modeling made my contribution easier to see than code did.
Read the project storyUnpolished experiments in Godot, embedded hardware, Linux, shaders, and local AI—the things I build to understand them.
Read the project storyField notes
I rarely stop to stage photographs of this work. These are working notes, not finished products.
Small gameplay prototypes and GLSL tests. I use them to learn how an effect works before worrying about whether it belongs in a finished game.
MTA and SA-MP were my first real classrooms: unfamiliar Lua, broken roleplay systems, memory hooks, and fixes found by reading until the system stopped being mysterious.
C++ / LuaDisplays, telemetry, and C++ drivers where memory and timing limits make every unnecessary layer visible.
C++ / SPI / I²CARM tablets, touch interfaces, custom configurations, and the satisfaction of making hardware useful beyond its intended life.
Linux / ARMOllama, MCP integrations, and small automations that help with development without sending every task to a hosted service.
Python / Ollama / MCPContact
I am open to game-development roles, freelance work, and projects that need someone comfortable with both code and live production.
Based in Romania · Available for remote and relocation