I build products around AI agents: the interfaces, tools, infrastructure, and safety systems that make them useful. My background spans full-stack and native engineering, developer tools, databases, games, and technical leadership.
Founded and builtgraph-based knowledge system that turns messy, self-contradictory company data into a live, cited model of what is true and how the business works.
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Systematic fact extraction with provenance, temporality, contradiction detection, escalation-to-human system, and ontology dynamically evolved by agents. Ingested data from messy communications in internal and external communication channels from telegram, email, google docs, external web pages, and pdfs. Developed agentic workflows to effectively extract data from non-linear sources such as google sheets, trello, git and notion. Over the course of operation, production-hardened all connectors with versioned source identities, fingerprints and effective reingestion. Added role and scope-based access control policies and full mutation history.
Utilised PostgreSQL RLS for tenant and user access control, enriched database with lexical (full-text) and embedding (pgvector) retrieval based on an operated local model.
Automatic media ingestion lifecycle with a durable work queue and a general-use third-party quota and backoff system for external APIs.
Automatic LLM observability and monitoring based on Braintrust. Developed custom evals based on set prompts, as well as full agent environments with pre-filled copies of db and target kb conditions.
Built a custom scheduler, orchestration engine and container provision for durable, recoverable and sandboxed agent invocations over a generalizable work queue system. Platform included provider and token-budget per-tenant and per-workflow policies and full token-spend audit, both on API pricing, self-operated open models, and provider subscriptions. It included automatic model routing with A/B testing for cost and quality evaluation.
Tokenmaxxed to hundreds of billions of used tokens, with data corpuses up to 150M.
Autonomous agents following users' instructions with principal provenance, incoming triggers, observability, allow-listed toolsets, and external effects.. Agents were instructed by users in plan language, found business processes to automate by themselves, self-reflected on prior runs, and corrected their own prompts.
Custom agent tool system with automatically constructed API, MCP, and CLI facades and switchable tool formats, with highly A/B-testable input and output formats. Custom skills, knowledge based on the knowledge base, compaction, and other internal agent tools. Gradually open-sourced at coloph-toolset.
Deployment and operation on Hetzner VMs with a resilient Kubernetes-based system. Autonomous AI-based software development system and agent-first CI/CD pipeline (ship loop), nested and self-correcting review agent, and agent-led project management.
As a professional and experienced developer, failed at sales and ran out of runway (savings).
Hotline (Gestalt Systems) /Founding Engineer
– · Remote
The only founding engineer for an sms/email/call-based AI agent.
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Real-time LiveKitvoice-agent pipeline using Deepgram streaming speech recognition, Silero VAD, Gemini and OpenAI tool-calling, and ElevenLabs streaming speech synthesis. Inbound and outbound calls (Quo, formerly OpenPhone), SMS, and email communication. Used STT, TTS, and VAD to achieve a highly responsive voice agent with 200–500 ms latency while delegating tool calls to a background agent (a feature implemented by ChatGPT Voice only in July 2026).
Agent harness based on Vercel AI SDK, with shared tools, persisted context, memory system, and advanced context preparation and retrieval for agents. Scheduled execution and work queues (PGMQ), resilient agent orchestration and provisioning, and transactional side effects, Redis caching.
Built LLM evaluation, debugging, and observability infrastructure using Braintrust for traces and experiments, token and cost tracking, connected with Better Stack and Sentry production traces, integrating together several OpenTelemetry-based SDKs.
Built an AI-based software development system with recursive agent review.
Built database migrations and remote production tests across SMS, email, and voice.
Unfortunately, startup didn't hit a product-market fit and ran out of runway.
Jam.dev /Senior Engineer
– · USA / remote
Collaborative bug reporting for a product used by 250,000+ users, as an engineer on a small Series A team.
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Contributed and stabilized a full-stack application spanning a browser extension, recording applications, and web dashboard, billing, external integrations, asynchronous media processing, and a GraphQL API backed by PostgreSQL.
Spearheaded Chrome extension manifest v3 migration, adopting an event-driven async approach with improved resilience and fault tolerance.
Maintained and improved in-browser data-heavy pipelines for events, video and audio recording, improving resilience in the extension environment.
Implemented features from PRD to rollout and maintenance.
Contributed to a TypeScriptdeveloper tool spanning a browser extension, recording applications, dashboard, backend with GraphQL API, and Cloudflare workers.
Used Datadog for deep production investigations across the browser extension, recording applications, dashboard, APIs, workers, and supporting infrastructure.
PopSQL /Senior Software Engineer, full-stack
– · USA / remote
Worked across frontend, services, PostgreSQL data infrastructure, and product delivery for a collaborative SQL editor used by 2,000+ companies.
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Built and operated SQL-document linting as a standalone Kafka-based Python service with a self-implemented SQLFluff wrapper.
Delivered feature and maintenance work in Ruby on Rails, Node.js background applications, and a React frontend.
Spearheaded development of a cloud-based dbt job orchestrator.
Left the startup as it ran out of runway and was acquired by Timescale with a skeleton team
International clients /Contractor / conversational AI
· Remote
Developed specialized chatbot products including a virtual sommelier, counselor, and salesperson.
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Applied OpenAI APIs, LlamaIndex, and LangChain to product-specific conversational flows.
Owned implementation across product behavior and delivery.
Deep Channel /Senior Software Engineer, full-stack
– · USA / remote
Built a desktop IDE and cloud services for data engineers.
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Delivered features and maintenance across the whole IDE, from a highly responsive, stable 60fps React frontend to cloud services.
Worked on a React, TypeScript, and Redux codebase based on fp-ts and io-ts.
Built automatic type checking for dbt projects using Jinja-parametrized SQL, including project-wide background analysis and error display.
Delivered project-wide error display, automatic SQL compilation, result preview, and PostgreSQL-backed internal job services.
Integrated Monaco Editor and Snowflake.
Facilitated development of a cloud-based dbt job orchestrator.
Startup ran out of runway.
FastCup.net /Senior Software Engineer, backend
– · Russia / remote
Took ownership of a TypeScript and PostgreSQL backend for a high-load desktop cybersport platform.
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Introduced pgtyped and used raw SQL queries, recursive CTEs, triggers, stored procedures, and PostgreSQL transaction isolation to improve performance.
Built a customizable, player-driven tournament system with auditable logs and automatic execution.
Integrated a data-dense frontend with GraphQL API and Hasura backend, Counter-Strike server software, and client-side anti-cheat.
Improved high-load performance through query-plan analysis, indexing, and deliberate denormalization.
Earlier work & projects /Contractor
2007–2020 · 14 experiences
Developed game prototypes, live games, and client-server mobile titles. Worked across gameplay, backend, and rendering. Hired and led teams, established development processes, and took over existing codebases. Designed game mechanics and economies, reworked live content, wrote design documentation, and coordinated art production.
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Silly Penguin /Contract Developer
– · Remote
Supported pre-release development of a free-to-play mobile game.
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Unity-based match-three game with advanced mechanics and user-created content.
Improved mobile rendering performance.
Developed an iOS version, a Jenkins CI pipeline, features, and bug fixes.
Sofq Games /CTO
– · Russia / remote
Developed from scratch a client-server free-to-play mobile title.
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Established development process and hired and led the team.
Built a Node.js, TypeScript, PostgreSQL, AWS, and protobuf backend and Unity-based client.
As CTO, revived a product from an abandoned codebase.
Hypetrain Digital /Lead Developer
– · Russia
Built a team and delivery process to take over the desktop game The Wild Eight after its original team (Fntastic, better known for other work) departed.
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Built and hired the replacement team, then established daily builds and a steady Kanban-like delivery process.
Designed a distributed-authority peer-to-peer multiplayer architecture for an open-world co-op game without separate dedicated servers. Network stack work involved distributed transactions, zstd compression, UDP/TCP tuning, and NAT punchthrough.
Led a bug-bashing effort, cleaning up and polishing game content and a legacy codebase.
Improved performance by converting the game to deferred-pass rendering and overhauling shader infrastructure.
Ilyon /Contract Developer
– · Israel
Worked as a contract developer on client and server components for mobile match-3 and city-builder games.
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Developed client-server free-to-play games with Node, Sequelize, MySQL, and REST backend plus Cocos2d-x, SpiderMonkey, and JavaScript frontend.
Spearheaded TypeScript adoption for a legacy JavaScript codebase.
Delos Technologies /Co-Founder & CTO
– · Israel
Created desktop VR escape-room prototypes while leading technical work, business development, and fundraising.
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Co-founded the company as CTO, leading technical work, business development, and fundraising.
Built Unity rendering and PBR asset workflows using Substance tools, Quixel Suite, and Houdini.
Prototyped and iterated on VR gameplay mechanics together with escape-room operators.
Innovision Labs /Lead Developer
– · Israel
Managed and hired for a client development team while shipping and starting mobile Unity products.
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Maintained an original game and developed a new vision-improving mobile Unity app from scratch.
Led the client-development team, including hiring and day-to-day engineering operations.
Implemented continuous integration, test-driven development, native integrations, and improved Unity test tooling.
Jelly Button Games /Senior Developer
– · Israel
Developed mobile game prototypes and improved engineering workflow on Pirate Kings.
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Migrated the Pirate KingsUnity project from SVN to Git and improved team workflow.
Built Unity artist tools and introduced unit and integration testing with backward compatibility.
Developed original prototypes of new company products.
KamaGames /Developer; previously Lead Game Designer
– · Russia
Worked on Pokerist, Roulettist, and an iOS city-building game across design, systems, and analytics.
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Deep technical work on dynamic texture atlases, UI and text rendering, Unicode, emoji, and RTL processing.
Implemented engine features including native threading, advanced platform support and localization.
Maintained render quality at 60fps on an iPhone 4 device target.
Debugged shader issues on exotic video processing units.
Worked in C#, Unity, Java, JavaScript, C, and Objective-C.
Designed mechanics and balance; analyzed product data with SQL, Excel and R.
Pixonic /Producer
– · Russia
Developed and supervised original and localized social and mobile games.
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Created design documentation, oversaw production, and evaluated titles for localization and business development.
adOffer /CEO & Founder
– · Russia
Built an offer-based monetization startup for mobile games from concept to launch.
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As founder and CEO, raised seed investment, attracted the first advertisers, and developed and launched the offer system.
Playnatic Entertainment /Lead Game Designer
– · Russia
Directed design of the desktop game Cyber-Sport Online and consulted on other projects. Designed the adaptation of conventional multiplayer shooters (starting with Counter-Strike) to session-based free-to-play MMO systems.
SKAZKA Studio /Lead Game Designer
– · Russia
Led a major redesign of the desktop live game The Kingdom. Reworked combat, content, and economy as part of the product relaunch.
IT Territory /Game Designer & Developer
– · Russia
Worked on the desktop PvP title Mortalia and live games including Heroes and Destrider. Built client-server systems, coordinated outsourced art, co-wrote an art bible, and balanced live content.
2RealLife /Game Designer
– · Russia
Worked on desktop browser-gamepre-production and production, including Carnage. Contributed to concepts, mechanics, interfaces, documentation, and external art coordination.