Major retail brand, Dell partner
24klines of code
1engineer
7services integrated
I am the only engineer for a major retail brand and authorized Dell partner. The partnership makes me Dell Partner certified. I built the platform and I run it, and one codebase serves two separate storefronts.
Payments go through Stripe and PayPal. Shipping runs on Shippo, with live rates and printed labels. Cloudflare Turnstile screens the forms and its analytics API feeds the admin panel. Address lookups use OpenStreetMap. Order mail goes out over SMTP.
The rest is mine too. The account system, the admin dashboard, cart and checkout, the product catalog, order processing, file uploads, and whatever needs fixing when it breaks in production.
JavaScript 62%
CSS 29%
HTML 9%
Node
Express
MySQL
SQLite
Stripe
PayPal
Shippo
Cloudflare
Procedural Backrooms game
An endless Backrooms built on a 200 by 200 grid of cells. Each cell is one room with four possible openings. A depth first search starts at the center, steps to a random unvisited neighbor, carves the opening between them, and backtracks at every dead end. That gives a perfect maze where every room connects.
A plain maze feels wrong for the Backrooms, so the walk is weighted. 34% of the time it keeps going straight and 65% of the time it prefers a turn, which makes long hallways instead of noise. After the carve, every leftover wall has a 6% chance to open, so the space gets loops and you can walk in circles. Big rooms drop in from a weighted table, from 2 by 2 up to a rare 6 by 8, with their inner walls pulled out so they read as one space. Rare dark stretches follow a random path of 3 to 12 connected rooms.
Luau
Roblox Studio
procedural generation
maze generation
Combat game
A full combat game, built as a set of server services. Combat, enemies, saving, the shop, and dev tools each sit in their own service and talk over shared modules. The client is split the same way, a script per system: weapons, movement, backpack, shop.
Content is kept out of the code. Enemies, weapons, shops, currency, and animations are all config modules, so adding a new enemy or weapon is a data change, not a rewrite. Player progress saves through a data service, and an inventory ledger tracks what each player owns.
Luau
Roblox Studio
service architecture
config driven
data persistence