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Valeriya Pudova (hww)

Systems Architect  |  R&D Infrastructure Engineer  |  Low-Level Specialist

🌐 GitHub Profile  |  💼 LinkedIn  |  ✉️ Telegram: @core_systems_eng

Read CV (EN) Посмотреть резюме (RU)

About Me

I am a Full-Cycle Systems Architect and R&D Engineer specializing in the seamless convergence of hardware development, low-level execution layers, and high-performance software environments. My architectural expertise spans from raw hardware prototyping—including schematics design, in-circuit programming, FPGA/HDL development, and microcontrollers—to complex software infrastructure, embedded language interpreters, custom compilers, and digital signal processing (DSP) for real-time audio synthesis and processing.

The core of my engineering career is rooted in game development and deep-level runtime research. I specialize in the reverse engineering and architectural analysis of world-class proprietary AAA engines (including comprehensive teardowns of Naughty Dog and Insomniac Games pipelines). My structural work focuses on designing deterministic virtual machines, building customized Domain-Specific Languages (DSL), and deploying high-velocity scripting engines (such as custom embedded Lisp/Scheme runtimes) to completely replace high-ceremony native code with flexible, data-driven execution layers.

Beyond software architecture, I operate a fully equipped, modern hardware and manufacturing R&D laboratory. The facility integrates professional electrical engineering instrumentation with industrial fabrication capabilities, featuring CNC machinery, multi-axis milling, precision turning, and advanced additive manufacturing (3D printing). This infrastructure allows me to rapidly prototype complete Hardware-Software Complexes (HSC / ПАК), taking projects from raw schematic routing and mechanical fabrication to custom native runtime deployment.


Academic R&D & Credentials

Education & Courses

Institution Year Course / Program Score / Role
BerkeleyX 2012 CS188.1x: Artificial Intelligence 97%
BerkeleyX 2012 CS184.1x: Foundations of Computer Graphics 100%
BerkeleyX 2013 CS184.1x: Foundations of Computer Graphics Teaching Assistant (TA)
BerkeleyX 2014 CS184.1x: Foundations of Computer Graphics Teaching Assistant (TA)

Languages

Projects & Engineering History

A comprehensive, reverse-chronological index of my system architecture, hardware design, and software R&D projects.

2026

Medical PPG Wristband Prototype R&D Project Documentation
KIRA Shark — Digital Signal Processor Module Personal Project (PP) Documentation

2025

Lisp-Based Development Ecosystem Personal Project (PP) Documentation

2022

Oculus Quest 2 — Haptic Feedback Rifle Arcadia/VR Commercial Project Documentation
XiGameTool — Unity 3D Data Pipeline Personal Project (PP) Source Code
XiDebugDraw — Unity 3D Debugging Tool Personal Project (PP) Source Code
XiKeyboard — Emacs Keyboard Subsystem Personal Project (PP) Source Code
Open GOAL Type System (Common Lisp) Personal Project (PP) Source Code
Open GOAL Type System (Racket) Personal Project (PP) Source Code

2021

6DOF IMU Hand Tracking Gloves Arcadia/VR Commercial Project Documentation

2020

Crazy Claw Emojis Arcade Game Commercial Product (Rocket Amusements) Documentation

2019

Rocket Amusements Cabinet I/O Board v2 Commercial Hardware Documentation

2018

Crazy Claw Junior Arcade Machine Commercial Product (Rocket Amusements) Documentation
Koch Fractals & Noise Flowfield Demos Personal Projects (PP) Fractals Repo Flowfield Repo

2017

Unity 3D MVC Architectural Framework Personal Project (PP) Source Code

2016

Crazy Claw Original Arcade Machine Commercial Product (Rocket Amusements) Documentation
XiDebugMenu & XiSound Systems Personal Projects (PP) Debug Menu Repo Sound Repo

2015

Rocket Amusements Cabinet I/O Board v1 Commercial Hardware Documentation
VARP Oscilloscope Asset Personal Project (PP) Documentation

2012

Gamebryo with GambitC Integration Commercial R&D Documentation
3D Ray Tracer Personal Project (PP) Source Code

2008 - 2011

Driver Training Interactive Courseware Platform Commercial Enterprise Software Documentation

2005 - 2007

Nintendo Game Boy Advance SP & DS “On TV” Hardware Commercial Hardware Devices Documentation
Aleste 520 Computer Emulator Personal Project (PP) Documentation

2004 - 2005

Pro Action Rocky — Nintendo Cheat Device Commercial Consumer Hardware Product Documentation

2003 - 2004

Before 2000

Nintendo 64 Hardware Debugger Platform R&D / Reverse Engineering Documentation
Nintendo 64 Custom Mini-Game Personal Project (PP) Documentation
Digital Signal Processing & Real-Time Audio Synthesis Commercial Audio Product Documentation
MagicSound Stereophonic Audio Card for Aleste 520EX Commercial Hardware Expansion Documentation
Aleste 520EX Home Computer System Commercial System Hardware Product Documentation

Production Code Samples

A curated showcase of my engineering style, demonstrating architectural patterns, low-overhead algorithms, and multi-paradigm programming.

1. Language Engineering & Abstract Syntax Trees (AST)

2. High-Performance & Zero-Allocation Graphics

3. Game Engine Tooling & Input Abstraction

Отлично! Вот полный, единый и отформатированный список всех ваших статей и заметок, отсортированный от самых свежих к самым старым, с языковыми префиксами и переведёнными на английский заголовками:


Articles & Technical Papers

A curated list of my architectural research, reverse engineering, production pipelines, and creative team methodologies.

Legend: [EN] — English, [RU] — Russian

📄 2022

  1. [RU] Three Core Components of a Successful Game Studio How to unlock the creative potential of your team? Explores trust, communication culture, shared vision, and passion for the craft. Read article

  2. [RU] AAA Game Development Methods for Indie Studios — Common Ground in Naughty Dog & Kojima Productions Why indie developers should analyze AAA titles like Death Stranding and The Last of Us, and adapt their approaches in practice. Read article

  3. [RU] Part 2 - Gameplay Programming — Clarification for the Creative Team A creative-focused companion to the technical breakdown of The Last of Us. Bridges the gap between engineering and game design perspectives. Read article

  4. [RU] Part 1 - Gameplay Programming — The Last of Us Case Study A brief reverse engineering analysis of Naughty Dog’s Game Runtime Base Foundation System. Covers KIS principles and customization flexibility. Read article

  5. [EN] Part 2 - Game Developing — Clarification for the Creative Team A high-level overview of game development processes tailored for non-technical creative teams. Read article

  6. [EN] Part 1 - Game Developing — The Last of Us Case Study A comprehensive architectural breakdown of Naughty Dog’s engine and runtime systems. Read article

  7. [RU] Myths and Misconceptions of a Game Programmer Common fallacies and professional delusions encountered during game development. A reflective piece on mistakes and learning. Read article

  8. [EN] Part 1 - File Naming Conventions in Unity 3D Part of a series on file organization. Covers core naming techniques for project clarity and team collaboration. Read article

  9. [EN] Part 2 - Project File Organization in Unity 3D Proposes a scalable project directory structure to streamline asset management and SCM workflows. Read article

  10. [EN] Part 3 - Art- и GD-data Organization Unity 3D Proposes a scalable project directory structure to streamline art and game asset management and SCM workflows. Read article

  11. [RU] Part 1 - File Naming Conventions in Unity 3D Part of a series on file organization. Covers core naming techniques for project clarity and team collaboration. Read article

  12. [RU] Part 2 - Project File Organization in Unity 3D Proposes a scalable project directory structure to streamline asset management and SCM workflows. Read article

  13. [RU] Part 3 - Art- и GD-data Organization Unity 3D Proposes a scalable project directory structure to streamline art and game asset management and SCM workflows. Read article


📄 2020

  1. [RU] Orchestrating Art and Game Design Data in Unity 3D Examines the boundary between creative assets and engine code. Details data-driven schema injections to decouple design iteration from native changes. Read article

📄 2013

  1. [EN] Lisp-Based Scripting in Unity 3D: A Practical Case Study Deep-dive white paper on integrating an embedded Scheme interpreter into Unity. Covers first-class continuations for coroutines, runtime REPL context injection, and reflection overhead mitigation. Read article

📄 2003

  1. [EN] SyberEngine — Rapid Game Development System Overview Original technical specification of a custom C++ component-based engine. Outlines bytecode VM design, native FSM compilers, and automated Maya asset-export pipelines. Read article

  2. [EN] SyberEngine — The SyberScript Language Reference Complete language reference for the SyberScript VM. Covers syntax, FSM declarations, class system, and built-in operators. Read article


📄 Quick Notes (2022)

Short technical notes for personal reference on specific Unity 3D topics.


🏷️ Keywords

3d games gamedesign gamedev indiegames creative animations pipeline scripting multitasking object system runtime finite state machines AI programming simulation c++ lisp golang dsp fpga verilog verilator eda xpedition hyperlynx solidworks nx