Summary
Creative problem solver and self-taught systems builder who came to software through film,
live events and hospital A/V. I build complex adaptive systems that bridge human language and
mathematical simulation: a language-model harness with persistent state, receipts and audit
tooling; a native C++ preservation project for a deterministic space-exploration game; a
definitive reverse-engineering patch set for Sierra's 1992 SCI 1.1 engine; a zero-dependency
esoteric chamber-synthesizer and generative score engine in LOLCODE and Web Audio; a procedural 3D
engine with no external assets; an offline-first writing and publishing suite (Fountain screenplay
editor, non-destructive WYSIWYG HTML studio, and EPUB 3.3 bookmaker); an in-browser operating
system with a Python kernel; and a narrative game shipped for both the modern web and Sierra's
1989 SCI0 interpreter. I favour static, dependency-light architectures, document decisions as
I make them, and write READMEs that state a project's limits as plainly as its features.
Reliable, adaptive, and happiest working with people.
Selected projects
2026 · Python
- Stateful prompt-construction engine for local LLMs: vocabulary classification, ~60 derived state variables, threshold-driven instruction assembly, cliché filtering with bounded retries.
- Embedded semantic memory with zone-scoped retrieval, stress-driven forgetting and a sleep-cycle promotion path; atomic checkpointing of session state.
- Designed a per-subsystem "receipts" diagnostic layer that exposes silent fallbacks and no-op subsystems; ~43k lines, 525 passing unit tests, seven audit scripts.
- Integrated third-party mathematics (Project Navi's Creative Determinant,
ordvec bitmap similarity) and documented, with measurements, what was and was not load-bearing.
2026 · C++20 / CMake
- Leading a native hybrid of Noctis IV Plus and Noctis IV LR, preserving its deterministic procedural galaxy while restoring Plus gameplay, content and quality-of-life features.
- Built reproducible CMake workflows and 38 automated tests covering generation, rendering, flight, landing, surface exploration, saves, GOESnet, controls and Moviemaker across Clang, GCC and Clang ASan/UBSan lanes.
- Replaced fragile DOS-era boundaries with versioned, checksummed native saves and bounded legacy imports; documented compatibility evidence and every deliberate deviation.
- Current support claim is deliberately narrow: Linux is verified; Windows/MSVC validation remains an explicit release milestone.
2026 · JavaScript / WebGL
- Procedural liminal-space generator on Three.js: Julia-set maze carving, eleven sealed sectors, run-time texture synthesis cached to IndexedDB, zero shipped image or audio assets.
- Custom Web Audio DSP with raycast occlusion; O(1) spatial-hash collision; zero-allocation scratch vectors; 32 hardware shadow casters; parallel shader compilation.
- Seeded narrative engine: cold cases whose claims must be corroborated across sectors; six AI hazards; a zero-dependency visual Lore Editor.
2025–2026 · Prompt design
- Plain-text harness that gives cloud LLMs a metabolic budget, memory shedding and a cast of governing voices via the system prompt alone; modular "Mod Chip" specialists.
- Cut seven versions of accretion down to a lean core; ships with worked examples and full attribution of the ideas it builds on.
2026 · Vanilla JS
- Responsive Fountain screenwriting app with live preview, smart typing, autocomplete, multi-encoding import/export and a 30-day recovery library. No framework, no build step, no runtime dependencies.
- Pure, unit-tested parser module; headless end-to-end tests; written decisions log and an IndexedDB migration spec.
2026 · Vanilla JS / Tauri v2
- Dreamweaver-inspired WYSIWYG HTML5, CSS, and JavaScript studio and native Tauri v2 desktop app built on Plainchant's zero-dependency, non-destructive architecture.
- Engineered live two-way code/stage synchronization using byte-range splicing: in-place visual text carets, drag-and-drop reordering, and box-model overlays edit code directly without reformatting markup or destroying comments.
- Built dockable inspector with computed CSS Designer, flex/grid visual handles, media breakpoint emulation, multi-file unified undo/redo stack, and automated accessibility/link audit engine.
2026 · Vanilla JS / EPUB / Tauri v2
- Author-first EPUB 3.3 studio spun off from Plainchant Web, adapting its round-trip byte-splicing engine to edit books directly in raw
.xhtml, .css, and content.opf files.
- Features reflowable reading views (paged and scrolled modes; phone, e-ink, and tablet presets), semantic structure editing (spine, table of contents, book metadata), and plain-CSS layout styling.
- Zero-build, offline-first architecture with native desktop packaging via Tauri v2, built-in EPUB validation rules, and commercial e-book store compliance checklists.
2025–2026 · Python / Pyodide
- Web-based operating system with a Python kernel running in WebAssembly, a Unix-like virtual file system with permissions and
sudo, and an AI-integrated shell.
- JSON "Effect Contract" boundary between kernel and JavaScript frontend; graphical editor and paint apps; desktop packaging through Neutralinojs. Successor to Oopis-OS and SamwiseOS.
2026 · JS and SCI0
- Turn-based stat-management game with hidden response mechanics, seeded and daily runs, New Game+, persistent case files, a journaling companion and a visual content-pack editor. Fully local, no server.
- Ported the complete game to Sierra's SCI0 engine: 196 rooms generated from the web edition's source by Node.js scripts, 102 endings, cross-session persistence, MIDI music; built with SCI Companion under Wine, tested in DOSBox-X.
2026 · Sierra SCI 1.1 / Python
- Modernization and definitive patch project for Sierra's 1992 DOS murder mystery (Laura Bow II), reverse-engineering all 221 SCI 1.1 scripts with Sluicebox annotations and a custom-forked SCI Companion under Wine on Linux.
- Architected a legal patch distribution model delivering 100% loose file overrides (
.SCR, .HEP, .MSG, .V56) over retail archives with zero copyrighted base assets redistributed.
- Eliminated thirty years of engine softlocks, save-corruption bugs, and pixel hunts: overhauled notebook interrogation UX with dynamic topic memory, unblocked arbitrary saving, fixed coroner scoring logic, and restored cut murder reactions.
- Maintained under The Manifold repository protocol with 50+ architectural decision records (ADRs), full 3x What/How/Why developer documentation, and headless DOSBox-X regression test verification.
2026 · Web Audio / LOLCODE / ES Modules
- Zero-dependency browser toy and play-along synthesizer turning confided text phrases into deterministic looping audiovisual omens with real-time organ accompaniment and an esoteric chamber band.
- Architected an in-browser polyphonic multi-VM runtime executing 7 esoteric languages client-side: LOLCODE 1.2 (generative score), Malbolge (ternary percussion), Brainfuck (walking bass tape), Befunge-93 (2D torus chords), Piet & FRACTRAN (prime-ratio codel chimes), SPL (formant choir), and Inform 7 (22 Kapellmeister genre rulebooks).
- Harmonized ensemble voices using an Euler Gradus Suavitatis dissonance metric, Neo-Riemannian Tonnetz transitions, Euclidean rhythms, and a Baldwin-style one-finger auto-chord Fun Machine (Swell, Arpeggio, Progression).
- Engineered an eight-channel mixing console with analog VU metering, loop overdub recorder, procedural 2D Canvas vitrine, zero-dependency SMF Type 1 MIDI writer, uncompressed STORED ZIP 9-stem bundler, loop-folded 16/24/32f WAV exporter with TPDF dither, and standalone C firmware for the M-VAVE FM-1 pocket synthesizer.
Skills
- Languages
- Python, C++20, JavaScript (vanilla, ES modules), HTML/CSS, Sierra Script (SCI0, SCI 1.1), LOLCODE, Inform 7, esoteric VM languages (Brainfuck, Befunge, Malbolge, Piet, FRACTRAN, SPL), SQL, shell
- Language-model systems
- Prompt architecture, local models via Ollama and OpenAI-compatible APIs, embeddings and semantic retrieval, DSPy, evaluation and audit tooling, xAI and Anthropic APIs
- Graphics and audio
- Raylib, software and indexed rendering, Three.js / WebGL, procedural generation, Web Audio API and custom DSP, Tone.js, zero-dependency WAV / SMF MIDI encoders, Canvas 2D procedural rendering
- Web and runtime
- Static, offline-first apps; Pyodide / WebAssembly; IndexedDB and localStorage; Neutralinojs; Tauri v2; EPUB 3.3; Vercel; Neocities; Web MIDI
- Data and geo
- PostGIS, OpenStreetMap, GraphHopper routing
- Practice
- CTest, pytest and headless-browser testing; DOSBox-X headless test harnesses; retro-computing reverse engineering and byte-level patch assembly; deterministic compatibility fixtures and generative invariants; ASan/UBSan; written decision records and session handoffs; MIT licensing with human/AI-collaboration disclosure
- Tools
- CMake, Clang, GCC, PyCharm, WebStorm, Git, DOSBox-X, SCI Companion (forked), Wine, M-VAVE FM-1 (firmware/MIDI), Tauri CLI
Experience
Jan 2025–present
Systems Consultant and Founder, Oopis McGoopis LLC
Self-employed · Quad Cities, Iowa
- Design and build systems with large language models, taking a philosophical approach to how a model is instructed, constrained and audited.
- Ship the projects listed above as public source, each with a roadmap, a decisions log and a plain statement of its limits.
- Developed the Hypervisor, a framework that lets a model adopt specific personae; i.g, The SLASH Council which allows users to run forensic code audits and architectural reviews.
Sep 2022–present
Inventory Management Specialist, MSC Industrial Supply
Quad Cities, Iowa
- Implement and support vendor-managed inventory solutions for industrial customers.
- Coordinate between client and sales team to deploy vending solutions, providing PPE, tooling, and other equipment for thousands of businesses.
2006–2020
Earlier
- K&K True Value Hardware, Bettendorf, Iowa (2016–2020): lumber associate and delivery driver.
- Gabe's, Iowa City (2010–2011): general manager and talent buyer for the live music venue.
- University of Iowa Hospitals and Clinics (2008–2010): project assistant; deployed infrared servers and a video-on-demand service across hospital units.
- University of Iowa Football Office (2006–2008): video technician for games, practices and away travel.
Education
2006–2010
University of Iowa
Cinema and English