Software architect & full-stack developer
Slovak TelekomSoftware architecture and full-stack development.
developer, software architect, illustrator, animator, designer, comic artist, painter, AI tinkerer
Software architect & full-stack developer.
Building with AI and creativity.
I am a software architect and full-stack developer with extensive experience in artificial intelligence. I design and build applications and platforms, bringing ideas to life from architecture to implementation.
My work spans systems architecture, web and mobile applications, and project leadership. Beyond technology, I enjoy drawing, painting, animation and comics.
Software architecture and full-stack development.
Platform design, application development, systems administration and project leadership.
Application development for banking and anti-money laundering, architecture and team collaboration.
Database and application design, and SMS platform development in Java EE.
Application architecture, systems administration, virtualization and solution development.
Rust, Java, Spring Boot, Python, .NET, C#, TypeScript, Angular, Node.js, PHP
SQL, PostgreSQL, MySQL, MongoDB, Linux, VMware, AWS
AI-assisted development, MCP integrations, multi-agent workflows, speech recognition and synthesis, local models.
GPU rendering and compute (wgpu, Vulkan, Slang), Blender add-ons, Godot, OpenUSD, NVIDIA Omniverse.
Animation software / Rust / AIA GPU-first 2D animation studio for drawing, character rigging, timeline editing, lip-sync and rendering. AI-assisted workflows and MCP integrations bring creative tools and automation together.
Animated series / StorytellingAn animated series and creative world, connecting characters and stories across animation and games.
Game development / 2.5DA 2.5D brawler set in the world of PUBISH: 1920s Ireland, a stolen fiddle and the Murphy gang.
A real-time pipeline from microphone to animated avatar: speech recognition, an LLM dialogue engine, text-to-speech and NVIDIA Audio2Face facial animation, shown on a three.js web avatar — all in Slovak.
A local web app for testing ONNX speech recognition models on files and live microphone input, comparing accuracy and speed for Slovak on CPU and GPU.
Model Context Protocol bridges that let AI agents drive professional animation and 3D software — building scenes, materials and rigs through conversation.
A staged, testable pipeline that ingests assets, assigns looks and lighting, validates the USD stage and renders it with Omniverse RTX.
A 3D side-scrolling beat 'em up and a space trading game in the spirit of 8-bit classics, with characters and assets made in Blender.
A story development studio run by AI agents — a CEO, a creative director and department roles that delegate, review and document the work.
Development of banking applications supporting anti-money laundering.
Java EE platform development, from database design to application logic.
Development work spanning cryptocurrency exchange applications and warehouse software.
Blender is where my characters, sets and animation come together — and where I keep writing my own add-ons when a production needs something that does not exist yet.
Many of them run on the GPU: simulations and generators written as Slang compute shaders on Vulkan, wired into Blender with Python. Others automate rigging, posing and animation cleanup, or let AI agents drive Blender over MCP.
Cloth simulation for character clothing on the GPU: a simulation proxy, a collision body and a cache, so sleeves, skirts and coats move with the animation in one pass per shot.
Jiggle and follow-through for hair, ears and accessories computed on the GPU and baked back to the rig.
Fixed-topology template registration: wraps a clean base mesh onto a scan or sculpt, so different characters share one topology for rigging and blend shapes.
GPU hair ribbons generated along guide curves, and generators for realistic and stylized eyebrows and tapered eyelashes.
Fixes foot sliding, floating and ground penetration by detecting contacts and planting the feet on IK controls; presets for CloudRig and Rigify.
Source-to-target bone mapping with Auto-Rig Pro mapping import and export, range baking and copy-pose-at-frame.
Visual pickers for CloudRig characters, and a tool that matches a character pose to a reference photo.
A modular foundation for humanoid pose, expression, viseme, breathing and behavior libraries, with rig mapping profiles and versioned catalogs.
AI agents build scenes, assign BlendKit materials, rig and fix characters through the Model Context Protocol, plus workspace sets that keep each task's add-ons in view.
Blender, ZBrush, Houdini, Marvelous Designer, Character Creator, DAZ Studio
Toon Boom Harmony, Moho, Cascadeur, iClone, Live2D Cubism, my own ToonFlick
Godot, Unreal Engine 5, Unity 6, Flax Engine
Cycles, V-Ray, Arnold, Marmoset Toolbag, Substance, NVIDIA Omniverse
Krita, DaVinci Resolve
ComfyUI, LTX video, Tripo and Meshy for 3D, ElevenLabs for voices
Drawing, painting, animation and comics — the side of my work that also shapes the tools I build, like ToonFlick.