I design software systems that remain understandable, maintainable, and extensible as their scope and the number of teams involved grow. As a Software Architect, I work mainly with .NET and C# on identity and access management, distributed systems, service boundaries, and web service integration and orchestration.
I combine hands-on development with cross-team technical direction and mentoring. My focus is not only on defining an architecture, but on making it concrete enough for teams to implement, operate, and evolve reliably.
My background is in C++ and real-time 3D technology. At Havok and Microsoft, I worked on game-engine runtime, rendering, development tools, Windows Mixed Reality and HoloLens tooling, and Windows Photos. Working close to performance constraints and across several platforms shaped the practical way I approach architecture today: understand the constraints, keep responsibilities clear, and invest in code quality where it reduces future complexity and defects.
Skills
Software architecture: system design, service boundaries, maintainability, and extensibility
Technical leadership: cross-team architectural guidance, mentoring, and knowledge sharing
.NET and C#: desktop applications and web services
Identity and access management: shared authentication and permission management for instruments and applications
Distributed systems: service boundaries, integration, and orchestration of web services
C++ and performance-sensitive development: concurrent and asynchronous programming
Real-time 3D graphics background: rendering pipelines, shader programming, and 3D math
Development tools: editor workflows, scripting integration, and plugins
Own the architecture and technical implementation of a centralized identity and access management service for instruments and applications, deployed at customer sites.
Design stable web APIs and define service integration and orchestration, working with around four development teams.
Provide technical direction and mentoring, and guide product teams in adopting shared services and frameworks.
Developed runtime, rendering, and tooling features for PC, Android, iOS, PS3, and Xbox 360, using Direct3D 9/11 and OpenGL ES.
Implemented the rendering architecture of an unreleased material system within a three-person team, including render batching, sorting, and shader permutations.
Added Android graphics resource lifecycle handling to restore OpenGL ES resources after application suspension and context loss.
Research Experience
Aug 2010 – Sept 2010
Internship at the DFKI in Saarbrücken, Germany
(German Research Center for Artificial Intelligence)