I’ve always loved building things. Here are some of my favorites.
January 2026 · Play it
Growing up, my family loved playing Jamb, a super addictive dice game similar to Yahtzee that’s popular in the former Yugoslavia. Back in 2003, my dad coded his own version in Visual Basic 6, which he called Yumbee. Watching him build that game is one of the main reasons I got deeper into coding in high school.
While visiting for the holidays this past December, we found the original CD and decided it would be fun to recreate it for the modern era. With my dad serving as Product Manager and my mom as Lead QA, we rebuilt his original logic for the web, using AI to speedrun the development in between holiday gatherings. It works on mobile, supports multiplayer and AI opponents, and there’s a tutorial for those who’ve never played.
April 2020
An 8-bit CPU built entirely from TTL chips on breadboards. Originally based on Ben Eater’s fantastic design, I extended it with a stack pointer, 256 bytes of RAM, full 8-bit registers, and a custom instruction set. I also built an Arduino-based programmer and assembler toolchain so I could write real programs instead of constantly flipping DIP switches. I wrote up the whole process in a two-part tutorial.

July 2016 · Product Hunt, VentureBeat

A Facebook Messenger bot for pilots, built during the 2016 chatbot wave. Thousands of pilots around the world used it to get METARs, TAFs, NOTAMs, animated radar, wind-favored runways, and even airport restaurant recommendations. The big design challenge was making a conversational interface feel fluid and natural years before LLMs existed. Everything was built with NLP and state machines. Creating it taught me that people don’t actually want pure conversation with a computer, they want the right information surfaced with the least friction. That insight shaped a lot of how I think about interfaces today.
July 2016 · GitHub
A web-based simulation of the classic MIT supply chain game, built with Node.js and Socket.io. Four players manage different stages of a supply chain in real time, and the game demonstrates how small information lags create massive inventory swings (the “bullwhip effect”). I originally built it for training sessions at the Gates Foundation.
May 2014 · Product Hunt
An iOS app I built with my good friend Henri-Charles Machalani (who went on to found Mistplay). The idea was a faster, more playful way to share everyday moments. You’d mix up to 5 photos and videos into short flipbooks, add text and filters, and share them with a community. We designed the whole experience around immersion: a 3D flip animation, gesture-driven navigation, and a feed that felt highly fluid. Under the hood, we had to get creative with on-device video transcoding to keep things snappy on 2014 hardware, backed by a social backend on AWS.

May 2013 · Windows Central
A Windows Phone 7/8 client for Splitwise, built in XAML and C#. It hit over 100,000 users across dozens of markets with a 4-star average and thousands of reviews.

January 2009 – May 2010 · Website
A four-person capstone project at Waterloo to build a reusable imaging system operating at ~36 km altitude (near space). We launched a custom capsule via weather balloon with a remotely controlled camera, sending downscaled photos in real time over a 900 MHz downlink and recovering full-resolution images when the capsule parachuted back down. The project received an A++ and several awards.
Some highlights:
September 2008
One of the first quote apps ever written for iPhone. Written in Objective-C, it connected to a PHP backend that served daily quotes with a theme-based design, Wikipedia author lookups, and favorites.
July 2008
A pre-emptive multitasking RTOS for the Freescale ColdFire platform, written in M68K assembly and C++. It supported message passing, dynamic memory allocation, UNIX-like I/O, and a shell with basic windowing and a task manager.