A dedicated Backend Engineer specializing in building robust, high-performance server-side architectures with Java and Spring Boot.
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I thrive on solving complex backend problems, optimizing database queries, and designing scalable microservices that keep applications running smoothly under heavy loads.
My primary focus is the Java ecosystem, where I leverage frameworks like Spring Boot and Hibernate to write clean, maintainable, and highly efficient code. Beyond core application logic, I enjoy containerizing services with Docker and ensuring local infrastructure mirrors production environments seamlessly
Architected and deployed full-stack web applications for SMB clients using Spring Boot and React, ensuring responsive design and SEO optimization.
Developed custom features and maintained existing code for a retail Point of Sale application with Salesforce integration.
A self-hosted Spring Boot application for collecting and visualizing sensor data from ESP8266/ESP32 devices. Features: REST API for storing sensor readings (temperature, humidity, light, etc.). PostgreSQL backend with support for raw data and time-bucketed aggregation. Grafana integration for dashboards and visualization. Configurable alerts via Discord webhooks (thresholds stored in DB). API key authentication for devices. Systemd service support for easy deployment on Linux servers.
A responsive full-stack web application demonstrating modern UI states and secure state sync. Features: Single Page Application architecture built with React, Hooks, and functional routing. Java Spring Boot backend handling RESTful API endpoints for inventory and orders. Secure JSON Web Token (JWT) user authentication and state management. Real-time shopping cart synchronization with a persistent relational database. Fully simulated payment checkout workflow processing mock transactional lifecycles.
An optimized 2D game built using the Godot Engine, focusing on state machines and clean code architecture. Features: Modular GDScript codebase leveraging custom nodes for component reusability. Finite State Machine (FSM) controlling player physics, acceleration, and animations. Dynamic tilemaps with runtime layer loading and integrated 2D collision parsing. Custom event bus engine handling signal distribution for UI layers and audio cues. Optimized cross-platform compilation pipelines targeting smooth desktop distributions.