Full Stack Engineer
Best fit. The strongest overlap is Hermes Agent as a product: managed inference, agent UX, developer APIs, runtime recovery, and real workflow surfaces.
AI Researcher and Systems Builder
I build agent systems from the runtime up: MLX model ports, local inference services, agent harnesses, memory loops, and interfaces people can observe, steer, and trust.
Best fit. The strongest overlap is Hermes Agent as a product: managed inference, agent UX, developer APIs, runtime recovery, and real workflow surfaces.
Strong fit. I have built phone-to-local-machine agent workflows, browser/desktop/CLI loops, OpenAI-compatible runtimes, and debug paths across product and model layers.
Strong adjacent fit. My HMI work explores how agentic systems feel across visual, audio, desktop, and embodied interfaces, not just how they look.
Selective fit. Strong in MLX porting, inference optimization, runtime profiling, local serving, and parity gates; less focused on large multi-node training infrastructure.
Selective fit. I can contribute applied agent/runtime research, Parameter Golf probes, TTT/SLOT experiments, and embodied action loops, with clear claim boundaries.
Written for the Hermes Agent product surface and Nous Research mission.
Prefer solving the core problem first. My recent work forms a practical AGI scaffold: MLX model ports, local LLM runtime, diffusion decision loops, memory projections, visual attention probes, and agent harnesses that can act in real software.
The main value is the layer between model capability and human trust: response latency, interruptibility, route choice, state memory, agent UX, and the runtime details that make an agent feel present instead of fragile.
Numbers I would be comfortable defending in an interview.
Short clips and stills mapped to the claims below, so the resume reads as evidence, not only prose.
Grouped by the interview story: model/runtime work first, then speech, agent harnesses, embodied AI, and HMI.
Built a CUDA/PyTorch to Apple Silicon MLX porting toolkit that turns repeated model-port work into analyzable tiers, reusable rules, cookbook kernels, and parity gates.
Ported image and video inpainting pipelines into MLX for Apple Silicon, using numerical parity and visual outputs as acceptance gates rather than visual plausibility alone.
Built a measured image-generation speed study and product UI around Boogu Image, separating the fast product generation path from the slower offline vision-teacher path used by Meadow.
Optimized the speech loop as a pipeline problem: capture, transcribe, normalize, rewrite, synthesize, and expose enough state for the user to repair errors.
Built an English communication surface that treats speaking, translation, rewriting, and correction as one continuous user loop instead of separate tools.
Participated in OpenAI Parameter Golf / Model Craft Challenge as a solo research line. The final ranking was not strong, but the work produced several useful architecture probes for compact language models under a hard 10-minute training and 16MB artifact budget.
Moved local model work from scripts into reusable runtime surfaces for CLI, desktop, browser, and phone-preview workflows.
Worked on command-line local agent execution where startup time, model service reuse, memory lookup, and reconnect behavior directly change developer experience.
Open the Meadow CLI dynamic demo / Open the actual Meadow Go interface preview
Optimized the desktop layer as a managed local-AI product surface: service lifecycle, user waiting states, response streaming, model switching, and predictable recovery.
Explored browser operation as an agent tool: deterministic navigation, DOM reading, visual context, overlay interaction, and shared-core chat fallback.
Built an early phone-to-VS-Code agent harness concept where mobile and social messages become reviewed coding tasks, with a UFO control center and BlueMonster worker surface.
Worked on world-building experiments that convert visual evidence into usable 3D or embodied state: spaces, objects, and skeleton or motion state from video.
Built and evaluated a compact physics-grounded world-model stack for real-time action selection: causal tree teacher policies, compact reaction students, and neural scorers/cost maps.
Explored biped balancing where all components move toward MLX-backed local inference and a 3D state inventory.
Explored how motion transfers across controlled worlds, where the useful unit is not a prompt but an action pattern that survives environment changes.
Used games and compact environments as controlled worlds for action choice, timing failure, reward recovery, and visual feedback loops.
Converted a local 7B diffusion LLM from answer generation into a fixed-latency latent decision layer: state, policy, decision pass, and action.
Designed an active AI presence runtime where camera, screen, voice, chat, recent events, micro-turn policy, background workers, and selective memory share one frame.
Built audio-reactive shader instruments where rhythm, synthesis parameters, and visual state influence each other instead of running as separate decoration layers.
Explored AI-assisted advertising and creative direction as a human-machine interface problem: the system must expose taste, options, constraints, and iteration state.
Explored 2D and 3D human-machine interfaces for generative audio-visual systems, including rhythm-driven visuals, WebGL/Three.js scenes, and a prior brainwave music-selection experiment.
Grouped around the 2026 agent stack: inference, orchestration, memory, evaluation, world state, and interface.
CUDA/PyTorch-to-MLX ports, tensor layout, state_dict surgery, custom op replacement, Metal paths, numerical parity, and profiling.
MLX, vLLM serve, KV/prefix cache policy, chunked prefill, quantization, warm lifecycle, batching, streaming generation, and local routing.
Python, TypeScript/Node, Go, OpenAI-compatible APIs, task lifecycle, review gates, foreground/background agents, and tool execution surfaces.
Task contracts, verifier loops, accepted/rejected memory, semantic recall, route tests, safety gates, replayable traces, and long-horizon usefulness checks.
Visual state, 3DGS world building, pose and motion capture, afterstate candidates, diffusion remask repair, world-model scoring, and embodied control.
CLI, Desktop, Browser, VSMONSTER, FOCUS UI, WebGL/Three.js, shader controls, interruption, review, recovery, and bio-signal interaction prototypes.
Concrete contribution areas for Hermes Agent.
I would focus on the surfaces where product and runtime meet: inspectable memory, interruption and correction UX, developer-facing APIs for local workflows, route selection for expensive models, and evaluation harnesses that measure long-horizon usefulness instead of only model output quality.