Hey, I’m
Software Developer
I taught a tower how to aim, a zoo how to fit in a browser, and an app how to teach people something. “Developer” is just the short version.
Ideas → Code → Real products
Mobile app that teaches AI in a few minutes a day. Terminal-styled onboarding, lessons that run through learn, example, practice and apply steps, course maps with locked modules, and progress tracked with XP, levels, streaks and daily goals.
The first screen sets out the promise: real AI skills in a few minutes a day, with short lessons, practice and XP.
Sign-in is styled as a terminal session: continue with Google, Apple or email, or start as a guest.
Home shows the current level, today's quest and a three-part daily goal with an XP reward.
Every lesson moves through four steps (learn, example, practice, apply), one short screen at a time.
Courses are laid out as a path of modules that unlock one after another.
Reminders are edited like a config file: pick a time and the days, and skip days already practised.
One notification a day, with a shortcut straight into the next lesson.
Romanian high-school maths app built around daily practice: a challenge each morning, streaks and goals, chapter maps where lessons unlock one after another, exercises that explain the answer, mini-games earned by studying, and a marketplace for finding a tutor.
A playful splash screen sets the tone before the first lesson.
Home opens with a quick daily challenge, the week's streak and progress towards today's goal.
Each chapter is a path of lessons that unlock one after another.
Lessons explain one idea at a time, here an interval drawn on the number line.
Exercises check the answer on the spot, explain why it is right and award XP.
Mini-games are unlocked by finishing lessons, grouped by chapter.
A tutor marketplace with search, filters and profiles for when practice is not enough.
Multi-page concept website for a fictional zoo and conservation park. Animal directory, bookable experiences, events calendar, interactive park map, ticket selection, news and newsletter, with API routes handling the forms.
A full-bleed hero introduces the park and leads straight into planning a visit.
Opening hours, today's schedule and ticket prices sit side by side under the hero.
The animal directory opens as a carousel of species cards.
Bookable experiences are listed with prices beside a photo of the selected one.
Each experience has its own page with the price and a booking button.
An interactive map splits the park into six zones around the lakeside walk.
Upcoming events are listed by date, with a featured event alongside.
News stories lead the page, with the newsletter sign-up below.
Cinematic scroll-driven concept website for a fictional fantasy MMORPG. A single camera travels through 13 illustrated scenes — hatchery, relic vault, chronicle, token forge — with every illustration built in SVG and CSS instead of image files.
The opening scene: a moonlit tower and the call to start the journey.
The relic vault presents the collectible items as hanging banners.
A glowing egg over a cauldron anchors the section on what makes the game unique.
The lore section, illustrated with a spellbook, a scroll and a potion.
Token figures are set against a dragon in the desert.
The closing scene: a treasure chest beside the whitepaper and security audit.
Production website for a building-materials supplier in Moieciu de Jos. Product catalogue of 23 items across 7 brands with category filtering, photo gallery, and a direct WhatsApp enquiry flow. Content is served from Supabase.
The landing page leads with the catalogue, a phone number and a WhatsApp button.
Products are filtered by brand and category, each with its own detail card.
Address, phone, opening hours and a map, with a one-tap link to Google Maps.
Unity game with custom map design and complex mechanics. AI enemy system using Reinforcement Learning in Python. ML models integrated with Unity for dynamic adaptive gameplay.
The title screen, with the three maps blended into one backdrop.
Three maps to choose from, each with its own difficulty.
The whole map from above, showing the path the enemies follow.
The same map at ground level, among the trees and cabins.
The desert map from above, with a longer, winding route.
Ground level in the desert, with palms and a pyramid on the horizon.
Questions about my work, or just want to say hi? Send me a message.
Junior DevOps Engineer at Sync
Brașov, Romania
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