Danny built Ignition, a NASCAR-inspired browser arcade racing game using Three.js and TypeScript. It includes 14 authored circuits, a 40-driver garage, solo opponents, drafting, boost, drifting, and keyboard and touch controls.
SOURCES & APPROACH
A portfolio you can question.
Career claims are drawn from my resume, confirmed career details and a review of my project contributions. The guide can only return approved records from this collection.
What “reviewed” means
Project contributions were checked against local source files, product documentation and Danny-authored development history on September 20, 2026. Employment history comes from the supplied resume; the current Next League and Outside The Box dates were confirmed directly.
This is a curated professional record, not independent employer verification. Private repositories and internal documents remain private. Public source links point to the relevant case study, where contribution boundaries and project status are explained.
What the AI can do
The model selects relevant claim identifiers. The server validates those identifiers, then displays the approved text and its source. It does not publish arbitrary model-written career claims. It can suggest a case study or resume link, but cannot read private files, execute code, contact anyone or change this record.
A valid source does not guarantee relevance. The model can still select an unhelpful record. Unsupported questions should return an explicit gap; conventional pages remain available if the AI fails.
Ignition’s multiplayer uses a dedicated authoritative Node WebSocket service for the paddock, private grids, scheduled departures and four-player races. Danny moved high-frequency movement and physics out of database execution; Convex retains durable records.
Ignition connects race history, rankings, earned credits, owned equipment and driver progression. Signed server results, a durable retry queue and idempotent settlement prevent client-submitted race outcomes and duplicate awards.
Ignition is a playable NASCAR-inspired arcade engineering experiment. It is not presented as an official commissioned NASCAR game or a surveyed racing simulator. The current multiplayer service has a single process owning live rooms.
Senior software engineer with 9+ years building customer-facing applications, interactive experiences and SaaS products. I work across frontend architecture, APIs and product delivery, with a growing focus on useful AI applications and reusable engineering workflows.
Danny is based in Canada and is interested in fully remote roles that hire in Canada.
Danny uses Cursor, Claude Code and Codex (GPT-6 Astra) as coding tools, with reusable instructions and code review. This is tool usage, not model-training experience.
Danny develops repository-aware engineering guidance and reusable workflows for component discovery, coding conventions, accessibility, visual review and capturing feedback. Inspected examples include start-component, visual-pr-review and feedback-loop.
Danny built Impact product-lab applications at Next League: Proof for sponsored fan experiences and Crosscheck for event-copy review.
Proof includes an activation studio, published fan experiences, participation records, sponsor reports and rewards. Danny worked across product exploration, interface implementation and the full-stack workflows.
Crosscheck uses structured OpenAI extraction to propose facts and supporting quotes from supplied event copy. A person reviews proposals before recording them; deterministic comparisons and correction packets support the next step.
Impact is a hosted product demonstration and research-led pilot. Crosscheck checks recorded copy; it does not continuously crawl live websites, send corrections or prove commercial adoption.
Danny delivered the History of Team USA frontend within the Next League team, including the interactive timeline, rich exhibit navigation and responsive presentation.
The History of Team USA globe uses COBE and WebGL. Its implementation loads the globe separately and pauses animation for reduced motion, hidden tabs and open exhibit modals.
Danny worked on timeline filters, carousel and scrubber behavior, exhibit identity and deep links so navigation remains consistent through refresh and story changes.
Danny’s Team USA work includes visible keyboard focus, modal and consent accessibility, mobile layout refinements and interaction analytics.
Danny built Heisman Hopefuls frontend features with Next.js, React, TypeScript and Tailwind, including six season-aware presentation states, featured players and searchable, sortable player tables.
Danny implemented Heisman editorial tools for hero copy, section headings, featured content and ballot configuration, and integrated the external ballot experience.
Heisman work includes consent-aware analytics, semantic tables, focus visibility, responsive player-table behavior, end-to-end checks and CI.
Heisman Hopefuls is a team product. Backend ingestion and upstream data are separate team and partner systems; Danny’s portfolio claims frontend and editorial contributions.
Danny contributes to the NASCAR platform rebuild with Astro, React, TypeScript, vanilla-extract and Contentstack, developing reusable content, driver and sports-product interfaces.
Danny’s NASCAR work includes upcoming-race and completed-results interfaces, weekend sessions, winner and broadcast information, a shared series selector and power-rankings cards.
Danny’s engineering practice emphasizes inspecting existing components, generated types and design tokens before introducing new implementations, with review and feedback captured in readable guidance.
Danny contributes to the shared NASCAR platform at Next League. Live team sites include Hyak Motorsports, 23XI Racing and Trackhouse. His role is frontend engineering within the platform team, not sole ownership of the complete sites.
At Outside The Box, Danny owned a self-serve golf-booking journey integrating Helcim payments, API-driven scheduling and Vercel Analytics.
At BAM Digital, Danny built an OpenAI-powered assistant for searching and summarizing Monday.com data and automated workflows with n8n.
Danny has held Engineering Manager and Lead Full-Stack Developer roles and reports managing two junior developers at Next League, coordinating sprint requirements and coaching AI-assisted workflows.
Danny built ThingBound, an independent photo-to-companion game that connects structured AI vision, feature confirmation and generated artwork to deterministic game rules.
ThingBound combines a Phaser and Tiled world, durable Convex player records and a Colyseus realtime service. Its public guest world can be explored without sign-in in a solo session. Live multiplayer connectivity has not been verified.
Danny built listed.cards with collection management, a vendor Show Table Mode, modular pricing, Stripe integrations and public QR storefronts.
listed.cards uses an AI vision pipeline for card identification, catalogue matching and pricing enrichment, with manual corrections when recognition is uncertain.
listed.cards separates public storefront data from private vendor information: floor price, cost, profit and seller notes are excluded from buyer-facing responses.
Danny built Bashlings, an original creature-card game with a collection binder, packs, progression, evolution and shared combat rules across battle modes.
Bashlings stores pack contents when packs are created and opens them idempotently through its server-side Convex economy, preventing refresh-based rerolls and duplicate ownership grants.
Danny wrote the Python NFT/card-generation script used to create the Bashlings card collection, using Replicate and OpenAI. The workflow covers generated artwork, metadata, card compositing and visual treatments, and connects to the game catalogue.