I'm a CTO from Florence building stateful systems, game and engine experiments, and software that usually starts with curiosity and refuses to stay small.
I like software that has to hold together under pressure: servers, protocols, engines, simulations, and long-running projects that keep evolving instead of being thrown away. Most of what I build lives somewhere between infrastructure, game technology, and the need to understand how things work all the way down.
- Networked and stateful systems where protocol design, runtime behavior, and operational clarity matter.
- Game, engine, and simulation experiments built through long-term iteration rather than short bursts.
- Tools and software shaped by curiosity, stubbornness, and the habit of digging below the surface.
A long-running MMO engine experiment where world simulation, engine architecture, and ambitious ideas keep colliding.
A modern IRC server rewrite focused on explicit state ownership, predictable behavior, and infrastructure that stays understandable as it grows.
A modern Ultima Online server built with .NET 10, deterministic game-loop processing, Lua scripting, and a chunk-based spatial world model.
Retro computing, science fiction, extreme metal, cats, and an unhealthy tendency to take systems apart just to understand how they really work.





