LinkedIn 路 Broadcast credits 路 Creative work
I鈥檓 a broadcast producer, director, and engineer, a physics student at RIT, and a curious mind who likes digging into as many things as possible!
My work moves between Esports broadcasts, software for the people running them, and experiments in ML. That means most days im at class, or running show. And most nights im enabling my scatterbrain in whatever-the-hell-else I can think of.
- Live production: Rainbow Six Siege broadcasts with FRAGADELPHIA, Nerd Street, BLAST, and Crucible Media, including directing the Six Invitational 2024 in S茫o Paulo.
- Broadcast tools: real-time match data, statistics, graphics workflows, and operator controls that have to make sense when the show is live.
- Software: desktop tools for coding agents, remote workflows, and the infrastructure that connects them.
- Research: GPU inference, information retrieval, and predictive coding.
- Physics: studying at Rochester Institute of Technology, with minors in Mathematics and Quantum Information Science.
| Project | What it's about |
|---|---|
| FlashEmbed | GPU inference for embedding models, with short-query optimizations, FP8 document indexing, and retrieval-quality checks. |
| S1Rank | An independent study of Jev as a retrieval reranker: benchmarks, raw responses, calibration experiments, and a paper. |
| PC-ALM Anchor | Exploring why predictive-coding inference loses gradient accuracy, and testing forward-anchored damping through theory and experiments. |
I also work on forks of MonoCode, T3 Code, Cua, and RustDesk, exploring coding-agent integrations, computer use, and remote access.
Code 聽 TypeScript 路 Python 路 Rust 路 SQL 路 React 路 PostgreSQL
Research 聽 PyTorch 路 Triton 路 CUDA 路 Manim
Production 聽 vMix 路 Bitfocus Companion 路 Adobe Creative Cloud 路 Figma
English & Espa帽ol. Equally happy talking about a broadcast rundown, a slow kernel, or why the universe does that.