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 procedural 3D engine with no external assets; an offline-first screenwriting app;
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 · 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.
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
Trauma Response Simulator, web and SCI editions · aedmark.itch.io/trs
- 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.
Skills
- Languages
- Python, JavaScript (vanilla, ES modules), HTML/CSS, SCI0 script, 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
- Three.js / WebGL, procedural generation, Web Audio API and custom DSP, Tone.js
- Web and runtime
- Static, offline-first apps; Pyodide / WebAssembly; IndexedDB and localStorage; Neutralinojs; Vercel; Neocities
- Data and geo
- PostGIS, OpenStreetMap, GraphHopper routing
- Practice
- pytest and headless-browser testing, written decision records and session handoffs, MIT licensing with human/AI-collaboration disclosure
- Tools
- PyCharm, WebStorm, Git, DOSBox-X, SCI Companion, Wine
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