Actuarial Modeling Platform for Insurance Risk & Solvency II
Contributed to the development of an enterprise Actuarial Modeling Platform used by insurers for risk analysis and Solvency II compliance.
Worked on a secure, workflow-driven system handling complex financial models and large data processing. Delivered full-stack features, built and maintained APIs, and supported integration with a high-performance C++ calculation engine.
Focused on system reliability, role-based access control, and enabling scalable model execution for enterprise users.
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70
Catastrophe Modeling Platform Integration & Workflow Systems
Worked on a catastrophe modeling platform within a large insurance environment, integrating with external RMS systems and supporting complex risk analysis workflows.
Focused on workflow-heavy processes, large data handling, and system reliability across multiple stages of model execution. Built and maintained APIs, supported integration pipelines, and helped ensure consistent data flow between internal systems and third-party modeling services.
Contributed to improving system stability, performance, and maintainability in a highly complex enterprise environment.
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76
Enterprise Royalty Management System & Financial Workflows
Contributed to the development of an enterprise Actuarial Modeling Platform used by insurers for risk analysis and Solvency II compliance.
Worked on a secure, workflow-driven system handling complex financial models and large data processing. Delivered full-stack features, built and maintained APIs, and supported integration with a high-performance C++ calculation engine.
Focused on system reliability, role-based access control, and enabling scalable model execution for enterprise users.
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68
SIPP Onboarding Platform – API-Driven Web Application
Led development of a paperless SIPP onboarding platform for Tilney Smith & Williamson, integrating with Embark APIs to automate client onboarding, AML screening, and account creation.
The platform reduced account opening time from days to minutes and also integrated card payments, the SEI wealth platform, and SIPP transfers.
Built a robust, maintainable .NET backend and responsive UI with full API connectivity and a strong focus on straight-through processing.
Built a Collab Viewer style toolset inside the UE5.5 project and made it reliable for dedicated-server multiplayer. I migrated/merged the Collab architecture into a my project (GameMode, PlayerController, Pawns, PlayerState), fixed reference/compile issues, and wired the tools to our custom UI for both First Person and Orbit pawns.
Key work included replication/RPC cleanup so tools work over a server, plus integrating tools like annotations (text, paint and erase), transform, Datasmith runtime loading (replicated so one client’s load appears for others), measuring/dimension tool (place/edit/delete and unit switching), and bookmarks (place, list UI and teleport with rotation).
A network-ready collaboration layer in custom with UI-driven workflows and server-validated replication, ready for packaging/testing and ongoing polish
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367
Terrain Importer for Unreal Engine (Python + Custom UE Plugin)
I built an end-to-end terrain importer that converts raw terrain dataset files into fully usable Unreal Engine landscapes automatically. Before this, importing and setting up ~45 landscape tiles in Unreal could take ~60 minutes and was easy to mess up. I wanted a fast, repeatable pipeline. It allows:
Python reads the dataset and generates Unreal-ready .r16 heightmaps
Python automation creates a new Unreal project and imports the heightmaps
Custom UE plugin (C++) builds Landscapes from the imported heightmaps and places them correctly in the level
Foliage: automatically placed across the terrain
The workflow reduce from ~60 minutes to ~5 minutes for ~45 landscapes (~12× faster) and made it deterministic and repeatable ideal when terrain needs frequent regeneration.
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389
I worked on Sand Bullet (Unity 3D) a top-down shooter indie title and owned the full development cycle from early concept to final deployment. I built the core tech including enemy AI, a flexible weapon system, and in-game power-ups, then pushed it through release on Steam, where it picked up real user traction and feedback that helped shape polish and iteration.