IT analyst at a metalworking company, covering everything from infrastructure to the application layer. The part I like most is building the internal systems the company runs on every day.
My work almost always starts the same way: someone losing hours to a spreadsheet. It ends with a web tool that does the same thing in seconds.
Outside work, game mods — where I get to touch C++, reverse engineering and netcode.
- Python — Flask, SQLite, pandas, routine automation
- Web — HTML/CSS/JS with no framework, server-side rendering
- Windows — PowerShell, Waitress, on-premise server deployment
- Data — fiscal and financial reconciliation, NF-e XML, spreadsheet ETL
dnc_micro_toolkit — transfers G-code programs to CNC machines over three transports (Fanuc FOCAS, RS-232, WiFi DNC box), with no proprietary DNC software. The box's protocol — TFTP over UDP/69 but with its own opcodes and packet format — was mapped by reverse engineering the vendor's .NET installer, running its packet constructors via reflection and capturing the real bytes. Documented byte by byte in the repo.
conciliador_nfe — compares the SEFAZ NF-e spreadsheet against what was actually entered in the internal system and reports what's missing. Flask + SQLite.
lsk_backup — 3-2-1 backup for the small businesses I support: a PySide6 tray app over rclone, built so a non-technical user can check that last night's backup actually ran.
cripto-backtester — backtests trading strategies against real Binance history, with no API key and no order sent anywhere. It's careful not to use the current candle's own price in the decision, which is the mistake that makes backtests lie.
forja-video — faceless video production kit for Claude Code: the agents, skills and scripts that take an episode from research to a finished Short. ffmpeg + edge-tts + Wikimedia, no paid API.
musicgen-local — instrumental tracks generated offline with MusicGen, stitching segments together to get past the model's 30 s limit.
jlpt-estudos — Japanese vocabulary study for JLPT N5 and N4, with a roadmap by topic and per-word progress.
Most of what I write is internal and stays at the company. What's here is the slice I can open up.
DayZ — a suite of my own mods for a modded server (Chernarus, BR), written in Enforce Script: trading with a Brazilian Real currency across 7 banknotes and exact change, keycards that lock rooms full of loot, territory with a plot pole and rent, retextured clothing and a digital lock. A custom PBO build/signing toolchain and a headless asset pipeline (Blender + Pillow) that generates models and textures without opening an editor.
dz-testbench — an assertion/runner test framework for DayZ mods (Enforce Script), running at server boot and writing results to JSON. Nothing like it existed in the community. MIT.
Kenshi Achievements — kill and knockout counter per squad member plus achievements for Kenshi, published on the Steam Workshop. An RE_Kenshi plugin in C++ that hooks the game's death, knockout and wound functions through KenshiLib. Stealth knockouts leave no wound, so the attacker is found from the AI task targeting the victim. The game's ABI requires the VC++ 2010 compiler: I extracted it from the Windows SDK 7.1 instead of installing Visual Studio. It works in any game language by mapping translated names back through Kenshi's own gettext dictionary. GPLv3.
Pack Medic — when a medic or robot repairer runs out of kits mid-fight, they take the best one from the nearest pack animal in the squad and keep working. Another RE_Kenshi plugin, also on the Steam Workshop. GPLv3.
kenshi-modkit — reads, edits and writes
Kenshi mods (.mod/.base) and reads saves from Python, without the official editor and with
zero dependencies. The binary format is documented, including filetype 17, which the
community's public spec doesn't cover. Every write is checked by round-trip: 52,445 files
re-saved byte-identical, which is how a signalling NaN that broke 4 of them got caught. Also
detects conflicts between installed mods.
KenshiCoop —
experimental fork of nhoral's co-op mod (AGPL-3.0, all
credit for the mod goes to them). I wanted to see whether the sync architecture could hold 3
players: a peer-to-peer relay, per-peer state cleanup, and a real per-sender monotonic seq
bug — the FORK-NOTES
list what's still missing.
Dash Console — a console-style dashboard for Windows: one controller-driven library for the games across your emulators (RetroArch, PCSX2, shadPS4, Xenia), with profiles, RetroAchievements and Xbox 360 achievements, a 3D avatar and a TV mode that boots straight into it. Ships no games or BIOS; emulators are downloaded from their official sources.
shadPS4 fork — a personal branch of the PS4 emulator to get one game fully playable, debugged frame by frame in RenderDoc: real ATRAC9 config parsing (the match load hung on a stub), per-lane indexed descriptor tables in the shader recompiler for a crowd that rendered black, a workaround for an AMD driver that leaves centroid barycentrics as garbage, and a profiling pass that took the heaviest scenes from 25–35 to 35–37 fps.

