๐ ๏ธ I build full-stack applications and regularly rediscover that every "simple feature" comes with at least one unexpected edge case ๐.
๐ง I enjoy learning new things, experimenting with unfamiliar tools, and finding out that the rabbit hole has several undocumented sublevels.
๐ป I mostly work with C#/.NET, TypeScript, React, Node.js, SQL, Redis, AWS, and GCP, plus whatever else the problem calls for.
๐๏ธ Outside of that work, I run Compiur Tech, where I build software products and Unreal Engine tooling.
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An Unreal Engine 5.7 multiplayer project built with C++, Blueprints, UMG, custom plugins, and automated multiplayer testing. |
A visual editor for creating custom-shaped images with visual point editing, instant previews, and SVG, CSS, and React export. |
MultiForge is where I work on multiplayer gameplay, reusable Unreal Engine systems, automated testing, and build infrastructure.
Local multiplayer sessions are tested with OnlineSubsystemNull. Multiplayer and runtime tests are automated with Gauntlet. Documentation is built with Docusaurus and React, while builds run through GitHub Actions on self-hosted runners.
The systems behind MultiForge are split into reusable plugins developed in-house at Compiur Tech.
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Reuso: A world-independent gameplay foundation containing the shared focus trace, highlighting components, and networking and ownership helpers used by the other plugins.
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ReplicatedGrab: Server-authoritative physics interaction with replicated pickup, carrying, throwing, free-physics and socketed carry modes, custom carry poses, and unit-tested carry calculations.
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Inventory: A replicated, server-authoritative grid and hotbar inventory with item definitions, stacking, weight, containers, transfers, drag-and-drop UI, and persistence.
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Multiplayer: Platform-independent sessions and parties built on Unreal's Online Subsystem and beacons, with support for Null, Steam, and EOS through configuration. Party, reconnect, session data, and lobby-code logic is unit-tested.
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LiveOpsApi: A dedicated-server HTTP API implementing the OpenAPI contract, authentication, MFA, and an isolated data-provider interface. It also powers the TypeScript operations dashboard.
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ReusoFunctionalTests: Functional and automation testing infrastructure, including a multiplayer test harness for two-client and dedicated-server scenarios with structured JSON output for CI.
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BlueprintMCP: An Unreal Engine editor plugin with a C++ HTTP backend and C#/.NET MCP server for AI-assisted authoring and inspection of Blueprints, materials, levels, UMG, DataTables, data assets, foliage, and Niagara systems.




