Building actuarial software in a domain that demands constant cross-functional dialogue with subject matter experts to refine product data models and requirement boundaries. Iteration is fast, which has sharpened a flexible, decision-driven approach to architecture.
- Worked closely with designers — from Figma feasibility reviews to pixel-faithful UI implementation and iterative refinement.
- Joined cross-discipline meetings to align with actuaries and product on the underlying data model.
- Built an Excel add-in with Office.js and React, embedding our actuarial tooling directly into the workflow users already know.
- Drove the frontend for an AI insurance conversational-interface POC.
- Owned the flow design plus UI/UX implementation of an internal management system.
- Designed, built, and maintained the product landing page.
- Wrote unit and end-to-end tests with Jest and Playwright.
- React
- TypeScript
- Office.js
- Tailwind CSS
- Jest
- Playwright
- Figma
Tendecay is a sealed-jar ecosphere simulation game. Players only place soil, water, and moss spores — mycelium, algae, lichen, and orchids all emerge from the rules. Under strict nutrient conservation, every jar walks its own succession path. Pixel art paired with a custom 2.5D render pipeline captures the ritual of peering into a miniature world through glass. Built end-to-end in close collaboration with Claude Code ("vibe coding") to demonstrate the doc-to-code design workflow and how a disciplined system architecture survives heavy AI co-authorship.
- Solo-built from concept to prototype, weaving together ecology knowledge, game design, and engineering.
- Built end-to-end in close collaboration with Claude Code — leading design, architecture, debugging direction, and quality control.
- Designed a three-layer context system (CLAUDE.md + MEMORY.md + design docs) so the AI stays coherent across sessions.
- Custom layered architecture with a design-docs-first workflow (doc-to-code correspondence) so the AI implements within explicit boundaries.
- Built an in-browser pixel-art painter — palette editor, live preview, and two-way import/export with the main game's sprite atlas.
- Custom 2.5D render pipeline — Z-sort, Y-axis compression, autotile, deferred flush, and glass lighting.
- Phaser 3
- TypeScript
- Vite
- Vitest
Maintained the content platform vocus.cc, partnering with designers and backend engineers to iterate on UX and ship architectural and SEO improvements.
- Identified SEO limitations in the existing client-side architecture and initiated a Next.js rewrite.
- Introduced Storybook and consolidated existing styles into reusable components.
- Shipped the "vocus people" interview page end-to-end with the backend API.
- React
- Next.js
- Storybook
- SCSS
Frontend lead on Nucleus, a social listening and analysis platform that helps analysts collect coverage from social and news outlets and assemble client reports. Took the product from zero to one with heavy cross-team collaboration.
- Built the React frontend, translating designer mockups into UI and integrating with the backend API.
- Drove Storybook adoption to modularise styles, shorten dev cycles, and tighten the design–frontend feedback loop.
- Mentored junior frontend developers and authored internal frontend engineering docs.
- Built client and internal marketing sites and reusable email templates.