Senior Staff Rust Software Engineer. I have written production Rust at every layer of the stack, from bare-metal firmware to cloud infrastructure. Founding software engineer at Hyphen Robotics, where I built a food assembly robotics controls suite from zero to production in 22 months, underpinning $35M+ raised from Chipotle and Cava.
Working with Rust since 2016, with 5 years in production robotics at Hyphen Robotics and earlier production Rust at Sierra Nevada Corporation (aerospace imaging). Background also includes medical robotics at Hamilton Company.
- Nightshade: data-oriented Rust game engine built from plugin crates over its own archetype ECS. A glTF-first PBR renderer with the full KHR extension set and a custom render graph, on wgpu (DX12/Metal/Vulkan natively, WebGPU in-browser) and on a second Vulkan 1.3 backend for mesh shaders and ray tracing. Includes rapier3d physics, kira audio, animation, navmesh, particles, sprites, voxels, OpenXR VR, and Steam integration.
- Nightshade Viewer: a glTF/GLB model viewer that runs the Nightshade engine in a web worker via WebGPU, rendering off-thread to an OffscreenCanvas while a Leptos UI (viewport, scene tree, inspector, toolbar, asset browser) stays responsive on the main thread. Supports drag-and-drop, scene picking, and object selection, with optional MCP control by tools like Claude Code. Runs in-browser and as a native webview desktop app. Live demo.
- ennui: retained UI framework in data-oriented Rust with a scene editor that Claude can drive. Screens are plain-text scene files: you edit them with the mouse while Claude edits the same scene live through a local socket, and the app fills the resources they bind to and answers the asks their buttons send. Runs on Windows, macOS, Linux, and in-browser via WebGPU. Live demo.
- Frost: a data-oriented systems language with Odin-style syntax that is memory-safe with no garbage collector and no lifetimes, using linear resources and generational handles. The compiler is written in Frost, emits x86-64 objects directly with C as a second target, and reproduces its own output byte for byte through both. Site.
- freecs: archetype-based ECS in Rust with zero unsafe code, Rayon-parallel execution, sparse-set tags, and compile-time generation; Nightshade was built on it before moving to its own in-tree ECS. 48k+ downloads on crates.io. Design documented in a 3-part article series.
- enum2 derive macro family: 230k+ combined downloads on crates.io for enum-driven design patterns; several (including enum2contract and enum2str) used in production Rust at Hyphen Robotics.
- wgpu-example: cross-platform Rust + wgpu + egui template running on native, web, Android, Steam Deck, and OpenXR VR.
- bamboo: fast Rust static site generator that powers matthewberger.dev. Live demo.
- hearsay: topic-based pub/sub for Rust built on tokio; an in-process broker with TCP and WebSocket peers, typed enum contracts, broker bridging, message batching, and supervised child processes
- cameras: cross-platform Rust camera library with data-oriented design
- stateless: state machine library with a DSL separating structure from behavior
Also: dragonglass (PBR Vulkan engine), dhcplease (DHCP server), clippr (MP4 to GIF tool), and charter (Rust codebase context generator for LLMs). See crates.io/users/matthewjberger for the full list of published Rust crates.
- indigo: early data-oriented Go game engine with an archetype ECS, a wgpu-backed render graph, dual-world simulation/render separation, and free-function systems on a named schedule; native (GLFW) and web (WebAssembly) targets
- freecs-go: archetype ECS for Go, port of the freecs Rust library
- wgpu-example-go: Go port of wgpu-example with a spinning RGB triangle on native desktop (GLFW) and WebGPU (WASM)
- stateless-go: state machine code generator for Go that decouples data from behavior


