I build softwarethat's accessible,reliable, & simple.
I'm Myles — a senior full-stack developer in Niagara Falls, ON. For 20+ years I've turned tangled ideas into software people actually enjoy using: web apps, real-time and embedded systems, cloud tooling, custom CMSs, and the occasional video game.
- 20+
- Years shipping
- 11M
- Chat msgs / mo · peak
- 1M+
- Peak monthly visits
- Niagara Falls
- Ontario, Canada
- CLIENTReact · Tailwind
- APINode · Express
- SERVICESPHP · Redis
- DATAPostgreSQL
- CLOUDGoogle Cloud · AWS
In the literature.
A Twitch accessibility tool I built — TranscriberBot — was named in peer-reviewed HCI research at ACM CHI 2019, studied not as a tool, but as a member of the communities it served.
TranscriberBot, for example, is a Twitch bot designed as an assistive technology by developer Myles Proulx-Vanevery, which also became a prominent member of several Twitch communities as its successes and failures in attempting to transcribe domain-specific language endeared it to community members.
TranscriberBot
Live captions for Twitch, from the streamer's own voice
TranscriberBot was the standout of LexBot, an early streaming-accessibility suite I built. It listened to a streamer speak and posted live captions straight into Twitch chat — so anyone watching with the sound down, or who couldn't hear it at all, could still follow along. It's the direct ancestor of SpeakChatBot, my current flagship: the same idea turned inside out — speech into text then, chat into speech now.
- Twitch
- Live captions
- Speech-to-text
- Assistive tech
Engineer with a design eye.
Meticulous about the details, allergic to needless complexity, and happiest when the technology disappears and the person using it just… gets it.
I've been building things for the web since 2006. I like the unglamorous parts: the architecture that holds up under load, the interface a first-time user understands instantly, the documentation that means nobody has to ask me twice.
Over 20 years I've shipped across web, desktop, mobile, embedded, and the metal — React and Node.js front to back, PHP and WordPress, custom CMSs, CI/CD pipelines, cloud infrastructure, native Windows kiosks, a kernel driver, GPU pipelines, and a stack of games — and scaled independent projects to millions of users. Whatever the tool, the goal never changes: make it accessible, reliable, and simple enough that the technology gets out of the way.
I read the API docs cover to cover, sweat the details, and care as much about how something feels to use as whether it works. I'm the developer who'll happily dive into something brand new to find the right solution — then write it down so the next person doesn't have to.
I think a few angles ahead before committing, mentor whoever's next to me, and stay level-headed when it counts — I've talked a client through a full outage while restoring them to 100%, because how something holds up under pressure matters as much as the fix.
- Incurable science & technology geek
- Will take apart any gadget I'm handed
Myles has a rare talent for balancing technical skills with a keen eye for design. He's meticulous going through new technology and API docs, and his upbeat attitude lights up the room. If it weren't for budget constraints, I'd hire him again in a heartbeat.
Galia Fergus— VP, Digital Marketing & Technology
A deep, wide toolkit.
20 years across a lot of eras — from .NET 2.0 and Flash-era ActionScript to today's React, Node, cloud, CUDA, and XR. The full toolkit, top to bottom.
Languages
01- TypeScript
- JavaScript (ES6+ / V8)
- PHP (5 – 8)
- C#
- C++ (DirectX)
- Python
- VB.NET
- Swift
- Java
- Rust
- Kotlin
- Elixir
- C (systems)
- MIPS / x86 assembly
- BrightScript
- WebAssembly
- ActionScript 2 / 3
Front-End
02- React
- Next.js
- Tailwind CSS
- HTML5 / CSS3
- Vite
- Three.js / R3F
- WebGPU
- D3.js
- React Flow
- Tauri
- Vue.js
- React Native
- SwiftUI
- Material UI
- GSAP
- jQuery
Back-End
03- Node.js
- Express.js
- REST APIs
- WebSockets / real-time
- PHP
- Fastify
- Hono
- Phoenix / Elixir
- Laravel
- Flask / FastAPI
- MCP servers
- ASP.NET / .NET 2.0–9.0
- GraphQL
- AJAX
Testing & QA
04- Vitest
- Playwright
- React Testing Library
- Integration testing
- End-to-end testing
- Code coverage (V8)
Data
05- PostgreSQL
- MySQL
- Redis
- MongoDB
- Prisma ORM
- MariaDB
- SQLite
- phpMyAdmin
CMS & Headless
06- WordPress (themes + plugins)
- Gutenberg
- Elementor
- Directus
- Strapi
- Contentful
- Sanity
DevOps & Cloud
07- AWS (EC2 · S3 · CDK · Lambda)
- Docker
- CI/CD pipelines
- Git / GitHub
- Linux administration
- Google Cloud / Firebase
- Caddy
- NGINX
- Turbo / pnpm monorepos
- electron-builder
- Sentry
- Linode API
- Akamai
- cPanel
AI & Audio
08- AI / LLM integration
- OpenAI / GPT-4o API
- OpenAI Whisper / whisper.cpp
- ElevenLabs
- Local LLMs (Ollama)
- ONNX Runtime / TensorRT
- PyTorch (model serving)
- Diffusion (FLUX · ACE-Step)
- Diarization (WhisperX)
- Google Cloud TTS
- DirectSound / DirectShow / BASS
- System.Speech / SAPI
Game & Graphics
09- Unity (C#)
- URP / HDRP
- Three.js / WebGL
- WebGPU
- Custom physics & collision
- ProBuilder · Cinemachine · VFX Graph
- Netcode (Photon · Mirror)
- XNA · Managed DirectX
VR / XR / AR
10- SteamVR / OpenVR
- Oculus / Meta Quest 2 · 3
- AR Foundation (ARKit · ARCore)
- OpenVR overlays (compositor)
- OpenXR · XR Interaction Toolkit
- Windows Mixed Reality
Systems & Reverse Eng.
11- Windows kernel drivers (KMDF / VHF)
- Node.js C++ native addons
- CUDA / TensorRT pipelines
- N64 decompilation / recomp
- Visual SLAM / OpenCV / Ceres
- Win32 / P-Invoke interop
- Raw Winsock sockets
- Reverse engineering
Hardware & Input
12- XInput / gamepad
- Leap Motion
- Webcam gesture (AForge / OpenCV)
- Arduino (serial)
- Wiimote
- Bluetooth (32feet.NET)
- DJI mic integration
Platforms & Craft
13- Accessibility (a11y)
- Technical writing
- Windows (API · Services · UWP)
- Embedded kiosk / tablet
- Cross-platform (Electron · Capacitor)
- Chrome extensions (MV3)
- Code review
- Custom dashboards & analytics
Design
14- Figma
- Photoshop
- Illustrator
- Penpot
- 3ds Max (FBX pipeline)
The road so far.
Agencies, studios, a remote leadership stint, a year of games — with freelancing running quietly underneath the whole thing since 2006.
- 2026 — PresentNow
Software Engineer
Mogul Clients·RemoteArchitecting full-stack platforms end to end — role-based access control, real-time sync across devices, and AI-assisted document processing. Comfortable owning the whole stack: monorepo build and deployment tooling, WebSocket pipelines with offline-first queueing, and the API and data layers underneath.
- 2022 — 2024
Full-Stack Developer
Midfield Interactive Corp.·Hamilton, ONDelivered web, desktop, and mobile apps across a shifting per-client stack. Shipped a remotely-managed kiosk on Microsoft Surface tablets — a Node.js Windows service behind a React GUI, locked into kiosk mode with eSIM, offline-first capture and auto-upload — built a full CI/CD pipeline from scratch, an internal iOS app, and tailored CMSs (WordPress, headless, and bespoke), all while mentoring a junior developer full-time.
- 2021 — 2022
Game Developer
Indie Studios & Game Jams·Tardigraid · Desdoble · Cyber CurseA burst of game-making across several small studios — gameplay, mechanics, and performance work on Tardigraid (Blazing Gator Games), Desdoble (Black Kraken Studios), and Cyber Curse, built for the GMTK Game Jam.
- 2016 — 2018
Head of Software Engineering
Pipeline Publishing L.L.C.·Remote · Chicago, ILTook over engineering leadership after subcontracting in, then owned the full lifecycle — architecture to deployment — across publishing tooling and web properties: internal and external APIs, web billing and shopping-cart flows, automated payment processing, and PDF-generation pipelines.
- 2015 — 2018
Full-Stack Developer
R4U·Sole proprietorRan my own independent development consultancy — scoping projects, owning the tech-stack decisions, and handling everything from architecture through client communication to delivery.
- 2014 — 2015
Full-Stack Developer
Onyx Creative Studio·OntarioSubcontracted full-stack development across client products — including the engagements that led to my later work with Pipeline Publishing.
- 2010
Full-Stack Developer
JBI Inc.·Niagara Falls · NASA-affiliatedMy first professional engineering role — titled Computer Programmer but full-stack in practice. Low-level systems work on NASA-affiliated projects (endian conversion with data clustering, hardware relay control) alongside Flash and server-side web builds.
- 2006 — Present
Freelance Developer
Independent·The constantThe through-line of the whole journey — custom software, websites, and tech support for a long tail of clients, continuously since 2006, alongside every formal role.
Niagara College
Game Development (3-year program, 2019–2022) — Honour Roll, 3.8–4.0 GPA. Earlier: Computer Programming · New Media Web Development · Graphic Design (2010–2014).
Stamford Collegiate
Ontario Scholar · Honour Roll · awards for Best Effort & Highest Achievement in Computer Programming
A few things, in full.
A few I keep coming back to — reverse engineering, GPU pipelines, kernel drivers, real-time audio, and the accessibility work that started the whole thread.
BM64 Decompilation
Bomberman 64, function by function
A reverse-engineering mission that decompiles Bomberman 64 and statically recompiles it to native code, with a frame-exact gameplay tracing and savestate suite built on top. Across 15+ documented sessions I've named 361 functions of the game's combat, AI, and physics — out of 74,447 recompiled — and built the F5–F10 tracing tools that make that analysis possible.
- C
- MIPS assembly
- N64Recomp
- Python
- CMake / Ninja
Silky
60fps in, 240fps out — never leaving the GPU
A video frame-interpolation pipeline that decodes with NVDEC, runs a TensorRT-optimized RIFE optical-flow network, and re-encodes with NVENC — with frames staying in VRAM the entire way, no host round-trips. I wrote the orchestration, the NVRTC-compiled colour-space kernels, and the wrapper interfaces; it targets 120 / 144 / 240fps from 60fps source in FP16 or FP32.
- C++
- CUDA
- TensorRT
- NVDEC / NVENC
- ONNX
Transcriber Studio
Local + cloud transcription, end to end
An Electron transcription workstation that auto-imports from DJI wireless mics, transcribes in real time with whisper.cpp and in batch with WhisperX on a local GPU or a serverless AWS GPU backend, analyses with GPT-4o, shares over LAN, and exports to PDF. A task-token pull model keeps the cloud side cheap by avoiding idle GPU and NAT costs.
- Electron
- React
- whisper.cpp
- WhisperX
- AWS CDK / Lambda
Ten projects, each with the detail behind it.
Two decades, 365 projects.
A working life, catalogued: shipped products, client work, experiments, prototypes, and the things built purely to understand them. Each mark below is one project — the 66 lit in amber are documented in full, the rest live in the archive.
- 20
- Years shipping
- 365
- Projects catalogued
- 14
- Disciplines
- 66
- Documented in full
Let's build something.
A question, a project, a role, or just a hello — I'd genuinely love to hear from you. Email is the surest way to reach me.