Agentic AI systems
Multi-agent orchestration in production, frontier extended-reasoning models, and next-generation RAG pipelines.
Available by invitation only
Software architect. Founder of a distributed studio of 25 engineers that builds what others consider impossible.
About me
For over a decade I've designed mission-critical systems for organizations that can't afford mistakes. At some point I stopped working alone and started building a studio.
Today I run a distributed team of 25 senior engineers spread across time zones we don't confirm publicly. No office. No client logos on the homepage. We have non-disclosure agreements and a track record we only discuss in private.
We don't compete on volume, we compete on judgment: we take on the projects that truly matter and run them as if the client's business depended on it — because it almost always does.
Technical arsenal
We don't chase hype. We adopt what delivers a real edge and ship it to production before the rest of the market.
Multi-agent orchestration in production, frontier extended-reasoning models, and next-generation RAG pipelines.
Edge compute with on-device inference, WASM runtimes, and single-digit latency on any continent.
Critical systems in Rust and Zig; product surfaces in TypeScript with Server Components and native streaming.
Multi-cluster Kubernetes, GitOps, and full observability with OpenTelemetry from the first commit.
Zero-trust architectures, post-quantum cryptography, and continuous pentesting built into the delivery pipeline.
Vector databases, streaming analytics, and AI inference running at the edge, close to the user.
Audited smart contracts, zero-knowledge proofs, and censorship-resistant systems when the project demands it.
Interfaces for next-generation headsets and immersive experiences built with real-time engines.
Self-regulating pipelines, progressive rollouts, and automatic rollback guided by AI-driven observability.
The team
We don't publish photos or names. We publish judgment.
Every engineer has been through a selection process stricter than the one we run for our own clients.
Clients
Governments, banks, critical infrastructure, and companies that can't afford a breach. We work with those who have the most to lose — which is exactly why you'll never know for sure who.
Sectors we operate in
Game engine work: real credits
Engine programming — physics, performance, game systems — never design or art, and almost never with public credit. We're also building our own games, with several more in testing, strictly under wraps for now. These aren't work-for-hire — they'll be entirely ours, and they're going to change the rules of the market.
These three are the only ones we can name. We work with several other studios under confidentiality agreements, and we also develop our own games to sell to third parties — some under labels that don't carry our name. When they do well, they end up being sold to large investment funds.
Our own apps
Perfect Studio isn't a game: it's a cross-platform app that generates complete songs — lyrics, vocals and instrumentation — from an idea. It's ours too, also in development, and its page explains what phase it's in and how it's built under the hood.
How we work
We accept work only under very selective terms. Here's the process.
You tell us about the project under NDA. No public forms, no open inbox.
We evaluate whether the problem is worth the team. Most requests aren't.
If we accept, we assemble a dedicated team and lock scope, timeline and terms — no subcontracting.
Encrypted communication, verifiable deliverables, and zero public mentions unless you authorize it.
Location
We don't disclose an office or a home city. The team operates 100% remote, distributed, with NDA-bound meetings when a project requires them. It's an operational decision, not a marketing trick.
Contact
We only accept clients by invitation.
Before you write