Symphony Games / Early Engine Work
Started in rendering and tools: RenderMan shaders, Maya/3ds Max pipeline work, and early 3D engines. Co-founded Symphony Games as CTO, grew the studio from 5 to 20+ people, and shipped Expedition Trophy.
I build and lead game teams working on online worlds, simulation-heavy systems, and long-running products. My work spans MMO shooters, racing simulation, strategy, open world games, extraction shooters, and founder-led studios.
Started in rendering and tools: RenderMan shaders, Maya/3ds Max pipeline work, and early 3D engines. Co-founded Symphony Games as CTO, grew the studio from 5 to 20+ people, and shipped Expedition Trophy.
At Vogster Entertainment, led development and R&D on a persistent-world MMO shooter published by THQ and shipped globally with two expansions.
Joined SimBin Studios as Lead Developer for RaceRoom Racing Experience, a free-to-play racing simulator and service framework that is still running more than a decade later.
Worked as Studio Technical Director inside EA / DICE / Easy Studios, across franchise technology, client-side development, performance, workflow, and team coordination.
Co-founded Game Labs and led product and technology direction across simulation-driven games, from multiplayer naval combat to systemic open worlds and extraction shooters.
Age of Sail combat and economy game with historical warships, realistic ballistics, clan warfare, port control, and Caribbean-scale trade routes.
Named by Steam among the best Early Access releases of 2019.


Stealth action open-world game set across a procedural frontier, with expanding settlements, railways, patrols, and territory control.
Development was deeply affected by Russia's full-scale invasion of Ukraine in February 2022, when our Kyiv-based team had to pause, relocate, and protect families.


First-person extraction shooter set in 1899 America, built around historical weapon handling, raids, survival pressure, homesteads, farming, mining, trading, and a frontier sandbox economy.
The game shipped, reached 1.0, and was later closed and removed from Steam.

Void Logistics is a sci-fi logistics and strategy game in development at Chronotactica, a company I founded to build systemic strategy games.
The game is built around automated production chains, interstellar trade, procedural planetary systems, faction conflict, transport networks, settlement growth, and long-running economies.