I’m a systems engineer in the Bay Area. Day job is cloud infrastructure and platform engineering — Kubernetes, VM migration, capacity, the unglamorous plumbing that keeps large fleets running.
The rest of the time I do static recompilation: taking a game binary built for hardware that no longer exists, lifting its machine code to C, and compiling it back down to a native executable. It isn’t emulation. There’s no interpreter in the loop at runtime, so the result runs at native framerates and real resolutions, and it can be modified in ways an emulator could never allow.
The toolkits came first, out of necessity — you can’t port a PS3 game without something that understands PS3 binaries. The ported games came out of the toolkits.
A lot of what I build has nothing to do with games at all. Backup and recovery, partition rebuilding, storage migration, fleet management and observability, a terminal, a VNC client, an IRC client, a CD burner — mostly things I wanted to exist, or wanted to exist without a licence key attached. They’re on the projects page alongside everything else.
And I make my own games, which is a different discipline entirely from porting someone else’s — no original to be faithful to, no binary to match, just the question of whether the thing is any fun. Those ship on itch.
Most of this is built with AI. I'm not typing the bulk of it — I direct, debug, spec, and QA it. The code is right there to judge on its own.