Click or tap the water to feed the fish
Alex Peczon holding his dog

Hey, I'm Alex

I build data tools, search engines, and games.
Usually in Go. Sometimes useful.
Go gopher

Where I’ve been building

The teams I’ve worked with, and what we made together.

Future Tilt

Software Engineer
Jul 2025 to Present
San Francisco
  • AI template builder: developed a React and FastAPI platform that converted campaign plans into editable Klaviyo compatible marketing emails, using AI generated copy and reusable email components to produce branded first drafts from designer maintained assets in Google Drive, reducing email preparation time by 40%.
  • Built an AWS Lambda and BigQuery alerting system that compared month to date campaign and flow revenue against the same date range from the prior year, posting daily Slack reports to surface seasonal underperformance across ecommerce clients.
React FastAPI BigQuery AWS Lambda Klaviyo API Slack API Google OAuth Docker
Future Tilt
Future Tilt

Superlinked (Series A)

SIE Demo Software Developer (Contract)
Mar 2026 to May 2026
San Francisco Bay Area · Hybrid
  • Developed a paid launch demo for Superlinked's SIE engine during early access, working with Valentin Marek and Eric Taylor to showcase explainable wine recommendations.
  • Built a RAG wine recommender that used Vivino data, small inference models, OCR, and text embeddings to surface similar wines with clearer reasoning.
  • Shipped a React UI and containerized Python monorepo in Docker, keeping OCR and embedding modules cleanly separated for documentation users.
Superlinked SIE React Python Docker RAG Small Models

MAGICS Lab

NLP Research Assistant
Mar 2025 to May 2026
San Francisco
  • Built parallelized ETL pipelines in Go across 5 virtual machines using DuckDB analytical querying to generate entity aware NLP datasets from 20,000+ news articles.
  • Implemented a modular explainable ABSA framework that outperformed VADER on SemEval 2014 Restaurant by 5 percentage points (78.58% vs. 73.57% accuracy), with transparent reasoning traces.
Go Python NLP DuckDB SemEval VADER ABSA

Alaris Security (Pre seed)

Junior Fullstack Engineer
Aug 2025 to Nov 2025
San Francisco
  • Resolved frontend and data consistency issues across an internal React platform, eliminating duplicate data displays, fixing UI rendering bugs, and establishing reusable patterns for frontend to backend communication.
  • Consolidated 50+ frontend database queries into typed tRPC procedures backed by Drizzle ORM, improving maintainability and reducing redundant data access across a Next.js + React monorepo.
Next.js React tRPC Drizzle ORM TypeScript PostgreSQL
WeWork build room
WeWork build room
Office view
Office view
Top view
Top view

Future Tilt

Software Engineering Intern
Jun 2025 to Aug 2025
San Francisco
  • Engineered a campaign synchronization service using AWS Lambda, BigQuery, and webhook based APIs to coordinate campaign data across Trello, Klaviyo, and internal systems, reducing campaign maintenance overhead by 50%.
AWS Lambda BigQuery Klaviyo API Trello API Webhooks Automation

Candle Stories

Production Assistant
Apr 2025 to Aug 2025
San Francisco
  • Supported documentary shoots, equipment handling, and on set logistics. Less data pipeline, more real world pipeline.
Production Logistics

USF Strategic Enrollment Management

Data Analyst / Web Intern
Jul 2024 to Jul 2025
San Francisco
  • Conducted year over year exploratory analysis on 500,000+ prospect student records from SLATE, identifying macro enrollment trends and analyzing acceptance and declination rates by geography, finding that recruitment events where students from the same region met had significantly higher conversion rates.
  • Automated recurring website content updates for prospective students by building Python and Jinja2 templating workflows over a legacy SLATE hosted system running raw HTML and React, eliminating manual copy paste updates across enrollment marketing pages.
Go SQL Pandas SLATE Jinja2 React Admissions Analytics

iD Tech Camps (Stanford)

Machine Learning Instructor
Jun 2024 to Aug 2024
Stanford, California
  • Taught project based Python and machine learning lessons to high school students at Stanford, covering neural networks, NumPy, Pandas, and Keras.
Python PyTorch Keras NumPy Pandas

UC Merced to SATAL

Data Analyst Intern
Aug 2023 to May 2024
Merced
  • Started my first day as a Data Analyst Intern at SATAL UC Merced, using survey data and student feedback to improve enrollment support, course experiences, and faculty decision making.
  • Built a survey response normalization pipeline using Pandas and OpenAI assisted categorization to bucket thousands of open ended Qualtrics responses into structured themes, transforming unstructured student feedback into analyzable datasets for faculty action.
  • Analyzed survey responses tied to student grade outcomes across lab sections and lectures, splitting fieldwork across a team of 6 to conduct weekly focus groups and large scale surveys, then compiling findings into weekly reports delivered to 5+ faculty members, contributing to measurable improvements in student outcomes and faculty relationships.
  • Presented research on methodology at the Fresno State Exemplary Practices in Higher Education Conference.
Pandas Qualtrics OpenAI Survey Analysis Research Methods

Acme Builders Incorporated

Construction Worker → Accounting Assistant
May 2021 to Dec 2023
Oakland · On site · Part time
  • Built internal data systems in Python with NumPy and Pandas to clean, organize, and standardize records across departments.
  • Updated, organized, and archived company documents to support payroll cycles, budgeting, and reliable business data management.
  • Used OCR workflows to reduce manual document sorting and make scanned account records easier to organize.
Python Pandas NumPy OCR Business Data Accounting Construction

Projects

These are mostly passion projects that I made with friends.

show me

showing everything

All projects, no bucket applied.

Bay Area Gov Jobs Go project
Live
Stars

Bay Area Gov Jobs

A free, open source search tool that collects Bay Area government jobs from public APIs, normalizes listings from multiple providers, and indexes them in memory for fast filtering. Its explainable ranking engine combines token frequency, skill aliases, title and department matches, and parsed experience requirements, while Leaflet maps jobs across configurable city and county boundaries.

Go Explainable Search Government APIs Server Rendered HTML Leaflet OpenStreetMap JavaScript Open Source
Live
Stars

nextsteamgame.com

A semantic Steam recommender for 80,000+ games built around the idea that games should match by what they are, not only by player overlap. The pipeline filters up to 2,000 reviews per game, classifies useful review pools with ModernBERT, extracts identity tags and focus vectors, canonicalizes noisy generated tags, then precomputes candidate relationships so users can rerank recommendations by soundtrack, setting, mechanics, narrative, pacing, and vibe.

Long term PostgreSQL ChromaDB Qdrant ModernBERT FastAPI Docker
Go project
Live Game

Package Panic

A closed source live browser game where players place and upgrade machines, react to special package types, build combos, survive boss events, and send pressure in versus matches. The client is written in Go and compiled to WebAssembly with Ebitengine style canvas rendering, while static web assets, account UI, chat, audio, and deployment glue live in vanilla HTML, CSS, and TypeScript. Supabase stores account and leaderboard data, and SpacetimeDB powers PvP matchmaking, friend invites, package send events, player state sync, open lobby chat logs, and moderated realtime chat.

Long term Ebitengine Go WebAssembly SpacetimeDB Supabase PvP TypeScript ebitdock CI/CD
Go project
Open Source

ebitdock

A Go native development orchestrator for Ebitengine browser games. ebitdock builds the Ebitengine WASM target, starts a Docker Compose stack, serves the browser client, watches files, and exposes a local dashboard for ports, logs, build status, and service health. It keeps the game code, HTML shell, JS bridge, assets, APIs, and databases inside the project while owning the orchestration around them, including optional backend presets like Nakama and live service examples using APIs, realtime services, admin tools, Postgres, and SpacetimeDB.

Long term Go Ebitengine WebAssembly Docker Compose Nakama CI/CD
PixARoss Go project
Open Source
Stars

PixARoss

A small open source Go and Ebitengine vertical slice for a cozy Picross style puzzle game. PixARoss loads puzzle JSON from assets, generates clues from solution art, supports fill and X mark drawing tools, drag painting, undo, reset, and reveals pixel art when a puzzle is solved. The level pipeline can generate self contained puzzle JSON from two panel spritesheets, which keeps the game data easy to extend while leaving the core puzzle loop Go native.

Go Ebitengine Puzzle Game WebAssembly Pixel Art Open Source
USF Search Engine Go project
USF Dons
Open Source
Stars

USF Search Engine

An open source search engine written in Go for crawling and searching the USF website. The crawler splits work across extraction workers that download pages and discover links, then database workers batch page content into SQLite. It was designed around tunable concurrency, with worker counts, batch size, and queue size exposed as parameters so the crawler can scale from hundreds of workers while keeping the local search app simple to run.

Go SQL SQLite Concurrency Crawler Worker Pools Search
Superlinked Wine Recommender
Superlinked
Series A

Superlinked Wine Recommender

A wine recommender developed with the Superlinked team during early access to their SIE engine. It uses document processing, vector embeddings, and small model inference to explain why a result appears, whether the match came from fizz, cherry notes, body, acidity, or other wine attributes.

Long term Superlinked SIE Vector Search OCR Small Models Chroma PostgreSQL
2nd Place

Maldemic Simulator

We built Maldemic to help close the gap between researchers and the public. Disease models can feel locked behind papers and equations, so we turned SIR dynamics and Markov chain mobility into a 3D globe people can watch, question, and reason about. Python computes the stochastic population transitions, then Godot makes the spread visible for public education.

Long term Python NumPy SciPy Godot Markov Chains SIR
Next Chapter
Hackathon

Next Chapter

A hackathon project built to make retirement questions feel less foggy. Users can ask things like "Can I retire in the Philippines?" or "How much should I start saving?" and the system answers with retrieved context and visible data instead of pretending a prompt is a financial plan.

RAG LLMs FinTech Personal Finance AI for Good
Antidote Intelligence
Open Source

Antidote Intelligence

An open source ML security project that treats training data as the place where model risk often starts. The system uses a multi agent analysis pipeline to inspect dataset content, generate hypotheses, and surface examples worth investigating before bad data becomes expensive behavior.

Long term Python OpenAI ML Security Data Quality Agent Pipeline
Dreamville Go project
In Progress

Dreamville

A gamified Canvas LMS tracker that pulls assignments into a game loop, then scores urgency from completion patterns and difficulty signals. The useful part is turning school workflow data into a next action system students can act on without another dashboard yelling at them.

Long term Godot Go Canvas API Regression Workflow Data
Hyper Rosen
Hackathon

Hyper Rosen

A hackathon built Godot experiment in systems that can keep expanding. Swirled Perlin noise places planets, wave function collapse handles city placement, and procedural rules create enemies and asteroids, making the project feel like a small galaxy generated from reusable data rules.

Godot Hackathon Procedural Generation Perlin Noise Wave Function Collapse
Cake Walk
GDC
GDC Jam

Cake Walk

A fast game jam pitch: make a tiny character readable, charming, and playable in a single day. We built and demoed Cake Walk at GDC Festival of Gaming with Keriya Son on 3D, Angie Peczon on art, Eric Taylor on shaders, and Ilce Perez on music.

Godot Game Jam 3D Shaders Team Project
Old Man Climbs
First Project, 2022

Old Man Climbs

A small vertical climber built over a weekend for a UC Merced game jam in 2022. It is here less as a technical flex and more as the first shipped artifact: a reminder that finishing a small loop teaches more than endlessly planning a bigger one.

Godot Game Jam 2022
Quick Autocorrect
Obsidian

Quick Autocorrect

A small community plugin for reducing friction while writing in Obsidian. It catches repeated misspellings, applies quick corrections, and keeps a personal dictionary for words Obsidian should stop fighting you on: a tiny version of the same pattern I like, cleaning a messy text stream into something easier to use.

Long term TypeScript Obsidian Plugin Text UX
NutriFinder

NutriFinder

A small dietary search project with a practical pitch: pull in messy menu and nutrition information, normalize it enough to filter, and give people a cleaner way to decide what they can eat.

React Flask Python Search Filters
Spiral Visualizer

Spiral Visualizer

A compact teaching visualization for spiral growth using queued directions. The pitch is simple: when a system changes step by step, showing the state often teaches faster than another paragraph of explanation.

Python Matplotlib Queues

Blog

Hey hey! Didn't think many people would see this haha. These are basically leftover thoughts from projects I made: recommendation systems, explainable AI, data poisoning, and the parts that did not fit cleanly on a resume.

Comic strip reference for editorial layout
Since I am using a newspaper style here, I put a Garfield strip. It is in the public domain.
Usage Note June 2026

Steam Diagnostics, Interesting Usage, and a 30% Conversion Win

I added a Steam recommender diagnostic report so I could look at what people were actually doing inside NextSteamGame. I wanted to see which games people searched for and whether the recommendations got them to click through to Steam.

Conversion

People picked 2,652 games from search and made 913 Steam clicks, which works out to a 34.4% click conversion rate. I was glad to see people clicking through to Steam after using the search.

Search to Steam click funnel chart showing 2,652 games picked from search and 913 Steam clicks
Search to Steam click funnel from the report: 2,652 games picked from search, 913 Steam clicks, 34.4% conversion.

Picked games

The games people started with mostly reflect Steam popularity: highly rated games with huge player counts and strong word of mouth. Persona 5 Royal, ELDEN RING, Stardew Valley, Baldur's Gate 3, and Factorio showing up near the top makes sense because these are the kinds of games people already search for most.

Top Games Picked From Search report chart
Persona 5 Royal53
ELDEN RING40
Stardew Valley39
Baldur's Gate 336
Factorio34

What kinds of games people clicked

The subgenre and specific genre charts are where the audience gets more interesting. Open world, roguelike, turn based RPG, resource management, and deckbuilding game all show up in clicked source subgenres. On the more specific side, strategic card battler leads the list. My guess is that card battler and deck builder people are actively looking for new games, and they are probably nerdy enough to try a vector based recommendation website if it gives them better explanations than Steam tags.

Subgenre And Identity Signal report charts
open world44
roguelike39
turn based RPG37
strategic card battler15
deckbuilding game10

Open the full telemetry report.

Steam Diagnostics PostgreSQL Usage Analytics Conversion
Case Study May 2026

How I Built a Semantic Recommendation Engine for 80,000 Steam Games

NextSteamGame is a Steam recommendation project built around a simple complaint: most game recommenders know that two games are related, but they rarely explain why. Two people can like the same game for very different reasons. Someone may like Persona 5 for the jazz fusion soundtrack and modern Tokyo setting; another person may like it for social simulation and dungeon crawling. Those are different reasons, and a good recommendation system should let users separate them.

Games as vectors

I think games can be represented as weighted profiles: not just genre, but the parts that actually make the game feel like itself.

MusicSettingSystemsNarrativeVibe

Persona 5 Royal: jazz fusion, modern urban fantasy, social simulation, dungeon crawling, stylish UI.

Micro tags normal genres miss
confidant systempersona fusion systemday night cyclestylish art directionmodern Tokyo settingoppression and rebellionsocial linkdungeon explorationjazz fusion soundtrackcharacter driven narrative

The problem

Most recommendation systems lean on the pattern "players who liked X also liked Y." That works well for popular games, but it struggles with niche tastes and gives weak explanations. I wanted a system that could represent a game as a shape: soundtrack, setting, systems, narrative, vibe, and the small micro tags that genre labels leave behind.

The pipeline

  • Collect Steam metadata, appids, genres, tags, descriptions, release data, and storefront artwork.
  • Pull up to 2,000 reviews per game, then remove spam and low signal reviews with regex filters, word diversity scoring, quality heuristics, and descriptive phrase detection.
  • Classify useful reviews with ModernBERT into pools for gameplay, art, soundtrack, systems depth, narrative, and general description.
  • Generate semantic identity data: focus vectors, mechanics, narrative, vibe, structure loop, signature tags, niche anchors, music tags, and micro tags.
  • Canonicalize noisy generated tags with heuristics, fuzzy matching, embedding similarity, and vector search so tags like fast action, quick action, and high speed combat can be grouped without losing useful distinctions.
  • Precompute candidate relationships offline, then let the live FastAPI and React app apply user controlled reranking at runtime.

How I kept searches fast

The key design choice is splitting expensive semantic work from cheap interactive reranking. Computing every similarity at runtime would be wasteful, so candidate relationships are built offline. When a user searches, the app retrieves candidates, applies the user's weights, and reranks recommendations based on the profile dimensions they care about.

From review to recommendation

A raw review like "the combat is fast, the soundtrack goes hard, and the boss fights feel like rhythm puzzles" becomes structured signals: fast combat, high energy soundtrack, boss focused structure, rhythm like timing, and mechanical precision. Those signals can then be weighted independently by the user.

The project in numbers

  • 80,000+ Steam games indexed
  • Up to 2,000 reviews analyzed per game
  • Semantic vectors, identity tags, and canonicalized genre/tag relationships
  • 30,000+ users and discovery across 8,000+ unique games
  • A retrieval design cheap enough to run on constrained cloud infrastructure

Cleaning up the tags

Generating tags was only part of the work. I also had to filter reviews and merge tags that meant roughly the same thing, like fast action and quick action. Otherwise, the recommendations would depend too much on how a review happened to phrase something.

Recommendation Systems Vector Search ModernBERT FastAPI Semantic Retrieval Steam
Friends + Games GDC Game Jam

Cake Walk: A One Day Game Jam at GDC

Cake Walk at GDC
Cake Walk started as a tiny joke and became a playable floor demo by the end of the day.

Cake Walk was a one day game jam project I made at GDC with friends. The whole thing was intentionally small: make a little cake cross the street, make it readable, make it charming, and ship something people could actually try.

How we split up the work

We split up character work, art, shaders, music, and gameplay, then kept cutting scope until the core loop was visible. We only had a day, so we kept the game small enough to finish.

Cake Walk group photo
Our team at GDC.

So why did I make this?

I wanted to make something small and fun with friends, and a little cake crossing the street was enough of an excuse. By the end of the day, people could actually play it.

GDC Game Jam Godot Team Project Friends
Friends + Games Hackathon Notes

Hyper Rosen: A Tiny Galaxy From a Hackathon Weekend

Hyper Rosen hackathon photo
Working on Hyper Rosen during the hackathon.
A look around the procedural galaxy in Hyper Rosen.

Hyper Rosen was a hackathon game I made with friends. The pitch was simple and probably too ambitious: build a procedural space game where planets, cities, enemies, and asteroid fields come from generation rules instead of hand placement.

What we tried

Swirled noise placed planets, procedural rules filled out the galaxy, and wave function collapse style logic helped with city layout. We got those pieces working during the hackathon, though the game still needed polish.

One day

Long term, I still want to make a full Mario Galaxy style procedural game from this idea: tiny planets, playful gravity, generated worlds, and a sense that the level is wrapping around you. That is probably a post college version of the project, though. The kind you build when breakfast is no longer mostly oats and coffee.

Hackathon Godot Procedural Generation Friends Game Dev
Update October 2025

Turns Out We Weren't Crazy About Data Poisoning

In December 2024, I built Antidote Intelligence to help find suspicious examples in training datasets before they affect a model.

Anthropic, the UK AI Security Institute, and The Alan Turing Institute later published a large scale poisoning study that makes that concern feel a lot less speculative. Their result: in their experimental setup, as few as 250 malicious documents were enough to introduce a backdoor across models from 600M to 13B parameters.

250 docsenough to backdoor tested models in Anthropic's denial of service setup

What caught my attention

The number that caught my attention was 250 documents. Their finding suggests the absolute number of poisoned documents can matter more than the percentage of the corpus, at least for the narrow backdoor they tested.

What Antidote was trying to do

Antidote was not trying to solve all model security. It was a dataset inspection tool: look at examples before they become model behavior, generate hypotheses about suspicious content, and make data quality visible enough for a human to investigate.

Read Anthropic's research post.

Data Poisoning ML Security Dataset Inspection AI Safety Antidote Intelligence
Research Note October 2025

Building Explainable ABSA Without Hiding the Reasoning

AeVAA is a research project where I worked on tracing how a system assigns sentiment to different people or things in a sentence.

Aspect based sentiment analysis usually tries to predict whether a sentence is positive, negative, or neutral toward a target. That is useful, but it often hides the path from text to judgment. AeVAA takes a different route: split the problem into modules, keep intermediate artifacts, and use survey derived formulas to explain how sentiment moves between entities.

Σ(x)k = σ(sk, ik, rk)Sentiment as a function of local score, interaction, and relation context.

The core idea

Instead of asking one model for one answer, AeVAA builds a trace. It extracts clauses, resolves entities, identifies relationships, constructs a graph, and then calculates valence aware sentiment over that graph. The model can still use black box components, but the system around them exposes what each component contributed.

What I wanted to understand

I wanted to understand who a sentence is actually positive or negative toward, and be able to follow how the system reached its answer. In a sentence like "the person was bad, but the child was good," one overall sentiment score does not tell me much. I care about who the sentiment is aimed at and why it changed. That is what drew me to this problem, especially for media bias and longer stories where framing changes how we read someone.

What we built

  • A modular pipeline for constituency clause extraction, entity/coreference resolution, relation and modifier extraction, graph construction, and sentiment aggregation.
  • A human annotation study with 36 participants and 3,900+ sentiment judgments across action, association, ownership, and temporal aggregation cases.
  • Survey fitted formulas for action, target, association, ownership, and aggregate sentiment dynamics.
  • Explanatory traces that show where errors came from instead of only reporting a final label.

Results

The fitted formulas explained roughly half of the variance in pilot sentiment judgments. On SemEval 2014, AeVAA reached 78.58% restaurant accuracy and 68.52% laptop accuracy. Its accuracy was below state of the art DeBERTa systems. The useful part for me was being able to trace a wrong answer back through the pipeline and see which step contributed to it.

Explainable AI ABSA NLP Human Annotation SemEval Research
Earlier Post Feb 2025

Maldemic: A Pandemic Model You Can Watch

Maldemic is a stochastic disease spread simulator that turns SIR equations and city mobility into a live 3D globe. I like projects where the math becomes something you can inspect with your eyes.

Data flow

Python computes population movement with a Markov matrix, updates local susceptible/infected/recovered states, then passes the evolving state into a Godot visualization.

What went into it

  • Markov chain mobility between cities
  • SIR disease dynamics for local spread
  • Population cleanup to keep totals consistent
  • 3D globe rendering for real time visual feedback

The project won 2nd place at BLOOM Hackathon and received grant support for neural network forecasting work.

NumPy SciPy Godot 3D Markov Chains SIR Model Simulation
Latest Post December 2024

Data Poisoning Detection at Continue DX

Continue DX presentation header
Continue DX demo: inspecting training data before it becomes model behavior.

I demoed Antidote Intelligence at Continue DX, showing a content aware data poisoning detection system for ML training datasets. The demo focused on reviewing the contents of a dataset before training.

Why I started with the data

If bad examples or poisoned content can shape its behavior, I wanted a way to inspect those examples before training. That was the idea behind Antidote: help me see what looks suspicious in a dataset and understand why it deserves a closer look.

What I built

  • Multi agent review pipeline for suspicious dataset content
  • Hypothesis generation and validation around poisoned examples
  • Content aware checks instead of only metadata based filtering
  • Reports on suspicious examples for a person to review
ML Security Data Quality Training Data Agent Pipeline
Journal Entry August 2024

USF, Sentiment, and Moving Into the City

View from my USF dorm
The view from my dorm at USF.

This one is more of a journal entry than a project breakdown.

I transferred to USF in 2024 after UC Merced because I wanted to be in San Francisco. Merced felt too far away from the people and companies I wanted to learn from. I wanted to make a name for myself, be around real builders, and learn from people actually working in tech.

Before I even got to USF, I applied to more than 100 jobs. That search eventually turned into a Data Analyst / Web Intern role, where I worked on enrollment analytics, SLATE data, admissions event cleanup, and prospective student web updates. A lot of the work involved cleaning up records and updating pages for prospective students.

Where sentiment came in

Later, at the MAGIC Lab, I worked on AeVAA, an explainable sentiment project. I wanted to understand how the system reached a sentiment score, so I worked with graphs, relation extraction, and formulas fitted to survey responses.

USF campus
On campus at USF.
USF Journal Sentiment Analysis Research San Francisco
Journal Entry August 2023

UC Merced Game Dev Club and My First Data Internship

UC Merced Game Dev Club event
UC Merced Game Dev Club, back when I was trying to get more students to actually start making games.

In 2023, I was the secretary of the UC Merced Game Dev Club. I helped plan events, message people, book rooms, and welcome students who had never made a game before.

We hosted a showcase where people brought in games they had been building, talked through what worked, and compared notes on controls, art, music, level design, and keeping their games small enough to finish.

Game jams and mixers

We also hosted a game jam that produced several student projects. I liked seeing people meet, form teams, and finish a game together. I also helped host a mixer for students who wanted to get started with game development but did not know who to work with yet.

That year also overlapped with my first day as a Data Analyst Intern at SATAL UC Merced. I was using survey data and student feedback to improve enrollment support, course experiences, and faculty decision making.

SATAL Fresno State presentation poster
Our SATAL presentation at Fresno State, based on student surveys and feedback.

Presenting at Fresno State was a chance to share the survey work beyond UC Merced and show what students were saying about their courses.

UC Merced Game Dev Club Game Jam SATAL Journal
Journal Entry Summer 2022

ACME Builders: Construction, Payroll Scans, and Starting College

ACME Builders building
ACME Builders, around the time I was just starting college and trying to find any useful way to spend the summer.

In 2022, I had just started college and I could not get an internship yet. I was looking for work I could do over the summer.

So I worked with ACME Builders. Some of it was construction work. Some of it was office work: scanning accounting documents, payroll records, and old archives so they were easier to store and reference. I got to see both the construction work and the paperwork that went with it.

At the time, it was mostly a way to spend the summer working while I figured out what I wanted to do next.

ACME Builders Construction Accounting Payroll Archives Journal