Cited in peer-reviewed HCI research · ACM CHI 2019
Senior Full-Stack DeveloperEst. 2006 · Niagara Falls, ON

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
Fig. 01Request pathlive
  • CLIENTReact · Tailwind
  • APINode · Express
  • SERVICESPHP · Redis
  • DATAPostgreSQL
  • CLOUDGoogle Cloud · AWS
Plate 01Recognition

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.

Joseph Seering, Michal Luria, Geoff Kaufman & Jessica Hammer
Carnegie Mellon University
Beyond Dyadic Interactions: Considering Chatbots as Community Members” · ACM CHI 2019
Read the paper
The work behind it

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
Plate 02Profile

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 FergusVP, Digital Marketing & Technology
Plate 03Capabilities

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.

Daily driverIn the toolkit

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)
Plate 04Trajectory

The road so far.

Agencies, studios, a remote leadership stint, a year of games — with freelancing running quietly underneath the whole thing since 2006.

  1. 2026 — PresentNow

    Software Engineer

    Mogul Clients·Remote

    Architecting 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.

  2. 2022 — 2024

    Full-Stack Developer

    Midfield Interactive Corp.·Hamilton, ON

    Delivered 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.

  3. 2021 — 2022

    Game Developer

    Indie Studios & Game Jams·Tardigraid · Desdoble · Cyber Curse

    A 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.

  4. 2016 — 2018

    Head of Software Engineering

    Pipeline Publishing L.L.C.·Remote · Chicago, IL

    Took 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.

  5. 2015 — 2018

    Full-Stack Developer

    R4U·Sole proprietor

    Ran my own independent development consultancy — scoping projects, owning the tech-stack decisions, and handling everything from architecture through client communication to delivery.

  6. 2014 — 2015

    Full-Stack Developer

    Onyx Creative Studio·Ontario

    Subcontracted full-stack development across client products — including the engagements that led to my later work with Pipeline Publishing.

  7. 2010

    Full-Stack Developer

    JBI Inc.·Niagara Falls · NASA-affiliated

    My 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.

  8. 2006 — Present

    Freelance Developer

    Independent·The constant

    The 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.

Education

Niagara College

Welland, ON

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).

Education

Stamford Collegiate

Niagara Falls, ON

Ontario Scholar · Honour Roll · awards for Best Effort & Highest Achievement in Computer Programming

Plate 05Selected Work

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.

Reverse Engineering

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
GPU · Systems

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
Desktop · ML

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
See all selected work

Ten projects, each with the detail behind it.

Plate 06The Body of Work

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
Plate 07Get in touch

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.

Opens your mail app, pre-filled — no data is stored here.