Builder & systems — production AI and analytics
Production AI, agentic workflows, and analytics where the numbers and behaviors must hold.
When agents and pipelines must not fail silently, when an LLM is wrapped in a deterministic state machine because reliability matters, or when stakeholders need to change an assumption and see the outcome immediately, I ship systems with contracts, tests, evals, and observability — not demos that break under real load.
What you get
- ▸Agentic workflows with multi-strategy recovery paths and serious test coverage (151+ tests on KineticCRM as the reference bar)
- ▸Production AI: RAG grounded in clinician- or operator-validated context, LLMs wrapped in deterministic orchestration, evaluation harnesses, and failure-mode tracking
- ▸Data quality gates and versioned transforms so analytics stay defensible (105+ dbt checks on EcoMetrics as the reference bar)
- ▸Full-stack production systems (FastAPI, Next.js, DuckDB/dbt, Streamlit where appropriate) wired to a single source of truth
- ▸Logistics, pricing, and compliance automation alongside the AI surface, not separate from it
- ▸Research-side experiments (The Lab) that inform production design — feeding back, not orbiting
Example work
- KineticCRM
Agentic AI systems: CRM where autonomous agents manage leads and workflows — multi-strategy error recovery (~85%), graph-based workflow execution, conversation analysis, and 151+ automated tests.
- EcoMetrics
Climate intelligence: validate environmental claims for 75+ SKUs. dbt pipeline with 105+ data quality tests, DuckDB analytics, Streamlit dashboards — transaction-level logic, monthly aggregation models, multi-company architecture.
- H1 Trading Agent
Quantitative crypto trading: spectral arbitration (FFT / wavelet / Hilbert), Synapse-inspired dynamic model weighting, purged K-fold CV, cost-aware backtesting (slippage, gas, MEV), Kelly sizing — staged pipeline to production.
- PULSE
Decentralized 3D asset discovery: octree spatial indexing (Morton locality), DHT-style lookup, gossip mesh, spatial multicast, GPU culling — research-grade distributed graphics.
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