Architecting high-performance web experiences at the intersection of game development, systems design, and bleeding-edge browser technology. 60 FPS or nothing.
// Four domains that separate architects from developers
Custom GLSL point and line shaders now power the live hero scene. Three.js scene graphs, draw call budgets, and Web Workers handle real-time rendering + compute. WebGPU & OffscreenCanvas stay in active R&D.
Entity-Component-System architecture for game worlds with thousands of objects. Next.js RSC with Edge streaming for fast TTFB. CRDT-based sync for offline-first real-time apps.
Turborepo monorepos with isolated engine/UI/app layers. Custom Vite plugins for asset pipelines. GitHub Actions CI with Lighthouse performance budget gates.
Exploring client-side LLM inference via WebGPU and Transformers.js. Model Context Protocol for context-aware game NPCs. Active research area — building toward AI agents that understand and mutate UI state.
// Architecture-first builds with live rendering, deterministic systems, and production-grade trade-offs instead of template work.
Sword Art Online–inspired real-time browser RPG. Custom ECS architecture, distance-based collision culling, WebGL rendering pipeline with animated sprites and particle effects.
Procedural world engine in TypeScript. Modular component system for narrative generation, deterministic world state with event sourcing, and seeded procedural generation pipelines.
Dark fantasy browser experience. Atmospheric WebGL shader pipeline, custom particle system, scroll-driven narrative. Zero runtime dependencies — pure HTML/CSS/JS, fully optimized.
// Real trade-offs, real constraints, real outcomes
// The hero canvas is a live Three.js scene using custom GLSL point + line shaders. The Worker below runs off the main thread.
// Short profile, academic path, and communication levels
My name is Nikita and I’m a frontend developer focused on high-performance interfaces, real-time browser graphics, and architecture-first web experiences.
I am currently studying for a Bachelor’s degree in Computer Science while building projects around TypeScript, WebGL, ECS, and performance-driven UI systems.
Beyond implementation, I care about interaction quality, visual precision, and making interfaces feel fast, polished, and intentional.
// Open to senior roles · architectural consulting · ambitious projects
// WebGL · ECS · WebAssembly · Edge · MCP · AI-driven experiences