Full Stack developer working mostly with Ruby on Rails. I build web systems, APIs and automations — and, off the clock, games and homebrew in C++.
A developer who likes shipping things that actually get used
I've been building web systems for over five years, from the first conversation to the day they go live. Ruby on Rails is where I feel most at home, and I reach for Python or C++ when the problem asks for something else.
I've delivered sales and inventory platforms, custom APIs and Telegram bots for clients — usually as the person responsible for the whole thing: database, backend, deploy and the support that comes after.
Outside of client work I spend my time on open source and on lower-level things: graphics and games with C++ and SDL2, plus homebrew for the Nintendo 3DS. That is what keeps me curious about how things work under the hood.
Lately I have been running AI models locally with Ollama and LM Studio, and wiring them into agents and MCP tools — mostly to find out where they genuinely help in day-to-day development, and where they just get in the way.
A mix of client work, personal projects and open source
An API that feeds digital game deals to the Nintendo Barato portal, refreshed automatically every day.
See moreMy own deals platform for eShop, PSN and Xbox. It gathers offers from several stores and delivers them through a public API, generated images and Telegram bots that push each new deal out as soon as it appears.
VisitNetwork infrastructure, WordPress pages and a Captive Portal set up to give visitors controlled Wi-Fi access.
A fix of mine merged into this privacy-focused analytics gem for Rails: the install migration generated an index name past the 64-character limit and broke rails db:migrate on a fresh setup. Found it, fixed it, sent it upstream.
See the contributionA port of the game 2048 to the Nintendo 3DS, written in C against the console homebrew SDK — no engine, no framework, just the hardware and a render loop. The repo also holds other small homebrew apps of mine.
See on GitHubReal-time particle effects written in C++ with SDL2, where the render loop, the physics and the input handling are all built by hand. My playground for graphics programming.
See on GitHubWhat I reach for at work, and what I play with on my own time
What you can expect when we work together
You talk straight to the person writing the code. I keep you posted as things move, in plain language and without jargon.
I deliver in small pieces, so you see something working early and we can change course without starting from scratch.
Automated tests, clear documentation and good practices — so the system is still easy to change a year from now.
Launch day is not the end. I stay available to fix, adjust and help the system grow with your needs.