Open to Summer 2026 internships realfiction.live checking…

I write software where the details matter

CS student at Texas Tech (B.S., expected May 2027) focused on systems, runtime tooling, infrastructure, performance, and game technology. I like the layer of the stack where correctness is visible — servers, runtimes, tooling, and real user-facing systems.

School
Texas TechCS · Class of '27
Seeking
Summer '26SWE internship
Focus
Systemsruntime · infra · game tech
Local time
Berkeley, CA
~/ — shell

Or just shell in.

A real REPL — not a video, not a screenshot. Try help, ls, or cat projects/nemesisssbu.md. Press ` anywhere to focus.

nicholas@portfolio: ~
02 — Projects

Everything else worth showing.

Filter by area or search across titles, stacks, and bullets.

RealFiction

2023 → live

Live multi-server Java game network on Ubuntu / Oracle Cloud. Velocity proxy, MariaDB + Redis, multiple server nodes — designed, deployed, and operated end to end.

  • Proxy routing, plugin interoperability, database access, deployment hygiene.
  • Region-safe scheduling refactor for Folia / Purpur compatibility.
  • Treats tail latency, not mean, as the player-experience metric.
Java Ubuntu Oracle Cloud Velocity Folia MariaDB Redis

NemesisSSBU

2024 → active

Rust runtime / tooling work for a non-commercial Super Smash Bros. Ultimate modding project with a public community.

  • Memory safety and explicit failure handling for code running close to a host process.
  • Careful API boundaries with the host runtime; no silent fallbacks.
  • Loud in dev, graceful in prod — debuggable for a public modding community.
Rust Runtime tooling Memory safety Low-level

United Exams Active

2025 → active

Full-stack study platform. Next.js App Router + TypeScript, Supabase Auth + Postgres, Row Level Security, persistent quiz attempts, mastery / streaks, leaderboard, profile.

  • Designed SQL schema, RLS policies, and triggers / views for leaderboard and mastery.
  • Auth, protected routes, account settings, password reset, email templates.
  • Polished academic UI with Tailwind + shadcn/ui across courses, quizzes, and profile.
Next.js TypeScript Supabase PostgreSQL RLS Tailwind shadcn/ui

Heroic Submission Backend R&D

2025 → in development

Backend foundations for an original-IP live-service multiplayer game. Public catalog API, locale / chapter filtering, account-linking groundwork, EOS planning for cross-progression.

  • Catalog endpoint with explicit protection against leaking internal release_state / parent data.
  • Public / private data boundaries treated as a first-class design concern.
  • Planning Epic Online Services integration for multiplayer / account foundation.
Next.js TypeScript PostgreSQL API design Game backend EOS (planned)

RealChat

2023

Python desktop OCR automation assistant. Combines screen capture, Tesseract OCR, AI-assisted interpretation, and OS-level automation with explicit safeguards.

  • Robust OCR noise filtering for unstable on-screen text and inconsistent UI layouts.
  • Safeguards around input dispatch — predictable, testable automation behavior.
  • macOS packaging: app bundling, encrypted config, license-key validation.
Python OCR Tesseract macOS Packaging

Folia Compatibility

2024

Region-safe Java plugin refactoring under Folia's stricter concurrency model. The interesting bug class is "looks correct, runs correct, crashes once a week."

  • Refactored unsafe world access patterns into region-safe scheduling.
  • Debugged async thread violations, entity cleanup, and world-mismatch errors.
  • Documented reusable patterns for the rest of the plugin set.
Java Concurrency Folia Debugging Refactoring

Interactive Portfolio Shell

2026

This site. Hand-written HTML / CSS / JS with an interactive terminal-style REPL, command history, theme toggle, project search, and accessible mobile nav — no frameworks.

  • Real REPL with virtual filesystem (cat projects/realfiction.md).
  • Command palette (⌘K), keyboard shortcuts, view transitions, live local time.
  • Deployed via GitHub Pages with Cloudflare-managed custom domain.
HTML CSS JavaScript A11y GitHub Pages Cloudflare

Indie Game Studio

2021 — 2023

Co-founded a small distributed indie studio. Gameplay / system code across UE4/UE5 projects with C++, C#, and Java alongside a distributed team.

  • Reusable gameplay systems: state, input, gameplay behavior, iteration.
  • Production habits: source control, code review, distributed collaboration.
  • Owned core systems from initial design through deployment and iteration.
Unreal Engine 4/5 C++ C# Gameplay systems

Low-level CS & Systems

Ongoing

Coursework and self-study in computer architecture, assembly, C, and OS fundamentals — the kind of work that makes Rust's borrow checker feel like a friend.

  • Assembly and architecture work: registers, memory, calling conventions, instruction-level behavior.
  • C / C++ systems study: pointers, memory layout, compilation, OS fundamentals.
  • Programming languages: grammars, parsing, automata, recursive descent, shift-reduce.
C Assembly RISC-V MASM / x86 Architecture Parsing
03 — Principles

Six opinions, earned the hard way.

Whatever a recruiter remembers about me, I'd rather it be these than a buzzword cloud.

  1. 01

    Tail latency, not mean.

    "Average response time looks fine" is the most expensive sentence in production. The user feels p99, not p50. If your p99 is broken, your service is broken — the rest of the histogram is just decoration.

  2. 02

    Rust over C++ when getting it wrong can hurt someone else's machine.

    Memory safety isn't a "feature" when your code runs close to a host process for a public community. That's why NemesisSSBU is Rust — the type system pays for itself in tooling that has to run unsupervised.

  3. 03

    Region-safe, not threadsafe-by-luck.

    "It's been fine for six months" is a coin landing heads. Folia made me write code that's correct because the model says so, not because the test happened to pass. That habit transfers everywhere.

  4. 04

    Read the source before guessing the bug.

    Stack Overflow is a starting point; the runtime's source is where the answer actually lives. Five extra minutes in grep beats two days arguing with intuition.

  5. 05

    Ship behind a known-good baseline.

    Production is sacred. Every change should be reversible in one command, and every release should compare cleanly against a baseline you trust. If you can't roll back, you can't ship fast.

  6. 06

    Tooling is product.

    The CLI you build for yourself sets the velocity for everything else. Five hours invested in good tooling pays back the rest of the project — and beats heroics later.

04 — About

A short version, no buzzwords.

I started building production-style software early through indie game development with a small distributed team — three years of engine-level work in Unreal Engine 4/5, mostly in C++ and C#, plus the unglamorous parts: code review, build pipelines, and learning what production really means.

From there I moved deeper into systems, runtime tooling, infrastructure, and backend / platform work. I'm a CS student at Texas Tech (expected May 2027). My energy goes into the layer of the stack where the abstraction breaks — servers, runtimes, tooling, and real user-facing systems.

I'm looking for a Summer 2026 SWE internship on a team that ships real systems and trusts new engineers with hard problems.

Live · github

Recent activity

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    05 — Stack

    What I actually reach for.

    Honest stack — listed by what I've shipped with, not what I've heard of.

    Comfortable shipping with
    • Rustruntime, tooling
    • Javabackends, plugins
    • TypeScriptNext.js, web
    • PythonOCR, automation
    • C++ / CUE5, low-level
    • C#UE / Unity
    Systems & infra
    • Linux (Ubuntu)daily driver, prod
    • Oracle CloudRealFiction host
    • MariaDB / PostgresRealFiction · Supabase
    • Rediscache, state
    • Dockerisolation, deploy
    • Git · Cloudflareworkflow · DNS, edge
    Web · game · currently deepening
    • Next.js · SupabaseUnited Exams, Heroic Submission
    • PostgreSQL · RLSschema, policies, triggers
    • Tailwind · shadcn/uiUI systems
    • Velocity · Folia / PurpurJVM proxies, region-threaded
    • Unreal Engine 4/5gameplay systems, engine
    • Assembly · ArchitectureRISC-V, MASM/x86, study
    06 — Contact

    Email is the fastest path.

    Internship leads, code review, or just hello — I read everything.