Independent Developer & Designer
I’m Lessy — a developer who thinks like a designer, and a designer who ships like an engineer.
Web engineering, data, AI and indie games —
one practice, one standard: make it work, make it last.
8+
years building software
300+
businesses served
12k
weekly users of my tools
1
indie game shipped solo
Selected work
Selected Work
2025 — present · Python / FastAPI / pgvector
Lumen Copilot
An AI writing copilot for support teams that cut first-response time in half
Lumen sits inside the helpdesk and drafts replies grounded in the company's own docs — with citations, guardrails and a human always on the send button.
- -52% first-response time
- 94% answer acceptance rate
- 40k drafts generated monthly
2024 — 2025 · TypeScript / React / ClickHouse
Atlas Analytics
A real-time data workbench that renders two million rows at 60fps
Atlas turns raw event streams into explorable, publication-ready analytics — no SQL, no waiting, no export-to-Excel rituals.
- 3 days → 4 hrs report turnaround
- 12k weekly active analysts
- 60fps at 2M rendered rows
2023 — 2024 · Astro / Node.js / PostgreSQL
Harbor
A booking and membership platform for independent studios
Harbor handles bookings, memberships and payments for 300+ indie creative studios — built to stay boring, fast and cheap to run.
- 300+ studios onboarded
- 99.98% uptime over 18 months
- 0 on-call incidents in off-hours
Capabilities
What I do
01
Web Engineering
Full-stack product development with an obsession for load times. Astro, React, TypeScript, Node, PostgreSQL — deployed at the edge.
02
Data Analysis
Turning raw streams into decisions: interactive analytics, evaluation pipelines, and charts good enough to publish.
03
AI Applications
RAG systems, copilots and evaluation harnesses. I build AI that is grounded, citable and honest about what it doesn’t know.
04
Indie Games & Art Direction
Shipping games end-to-end: design, code, art and marketing. Where my engineering discipline meets my visual taste.
Why it matters
How I work
Craft over churn
I’d rather ship one considered thing than three rushed ones. Performance budgets, typography, empty states — the invisible details are the product.
Honest scope
I negotiate shape, not deadlines: same promise, smaller surface. Two years of solo game development burned every illusion about estimates out of me.
Design and code, one brain
No handoff, no telephone game between designer and engineer. The person who sketches the interface is the one who renders it.
Writing
Recent posts
Performance Is a Design Material
Frame rate, latency and load time are not engineering leftovers — they are part of the design language. What rendering two million rows taught me about treating speed as a first-class material.
How to Finish Things: Notes from Two Years of Solo Game Development
Scope is a design skill, not a management failure. What shipping my first indie game taught me about cutting features, keeping promises, and the discipline of done.
Hiring, or have a project in mind?
I’m open to full-time roles and selective freelance collaborations. Tell me what you’re building.