
LFAuctionHouse
Cross-server marketplace, rewritten from 2,800 lines of legacy JS into a clean Java system — and the foundation for two pieces of network-wide infrastructure.
AWS CertifiedBuilding Minecraft servers that hold 1,500 concurrent players without breaking a sweat.
I started with my own Minecraft servers a decade ago, learning Java the hard way — fixing my own crashes at 2am while 200 players waited.
Today I do it professionally. Five years deep into Spigot/Paper/Purpur, building production-grade plugins for LoverCraft, a network running up to 1,500 concurrent players. Before that, eight years shipping enterprise Java/Angular systems for Kinross Gold, Grendene, and Olfar.

Cross-server marketplace, rewritten from 2,800 lines of legacy JS into a clean Java system — and the foundation for two pieces of network-wide infrastructure.
The core gameplay system powering the network's SkyBlock gamemode — world-per-island, real-time cross-server sync, and a full plugin ecosystem on top.
Private mine system with custom mobs, animated 3D models, live block regeneration, and per-player stat tracking — fully integrated into the SkyBlock core.

Network-wide player profile with stats, emotes, badges, and LuckPerms-driven roles.
Cross-server mail system for staff broadcasts, reward delivery, and player-to-player messages with attachments.
Player-to-player gifting system with full send/receive history and per-server config.
Random teleport with custom biome zones and full Bedrock support via Floodgate + Cumulus forms.
Cross-season vault that persists items through resets, with capacity upgrades and item banlists.
Tracks player playtime across servers with milestone rewards, leaderboards, and AFK detection.
Pluggable leaderboard engine with both Hologram and Citizens NPC rendering, plus a PlaceholderAPI expansion.

New-player referral system with reward queueing, async reminders, and reference-way tracking.
Auto-selling chests with item whitelists, trusted-player ACLs, and tiered upgrades. Integrates with the network shop and AuctionHouse.
Custom ore-generation engine for the SkyBlock gamemode — tiered generators, weighted block tables, and per-island upgrades.

Architecture, ideation, plugin and mod development for a Minecraft network running up to 1,500 concurrent players. Lead the technical decisions around Ansible and Vagrant for infra. Production support and emergency response.

Full-stack development for major enterprise clients. Tech leadership on a fixed team, rotating into other squads as needed for surge work and senior technical decisions.

Full-stack development for legacy and new clients.

Full-stack on new features and bug fixes — Spring Boot, Angular, Git, Maven. Joined the "Equipe de Ouro" recognition team.