I'm a systems programmer from New Zealand, focused on performance — video processing, GPU compute, and game engine architecture. I maintain RustSynth, a Rust wrapper around VapourSynth's C API with 10,000+ downloads on crates.io, and write plugins on top of it — including a SIMD-optimized frame blender that runs 2.43x faster than the reference C++ implementation.
My work spans low-level systems code (Rust, C, C++) and GPU programming across CUDA, OpenCL, Vulkan, and AMD HIP. I like the kind of problem where correctness and performance both matter — safe abstractions over unsafe C APIs, matching a physics simulation's tick rate to something the renderer can't dictate, finding the actual bottleneck instead of guessing at one.
Outside of that, I'm a computer scientist first — I like the research side of this as much as the building side, and most of what I build starts as a question I wanted the answer to rather than a product I wanted to ship. Recent example: leading the technical architecture for Anchr, a research-grade Android prototype testing whether haptic feedback can interrupt sustained scrolling behaviour.
