Nicholas Ali
Software Engineer · Backend Systems · Machine Learning · Scalable Web Apps
Software Engineer specializing in backend systems, applied mathematics, and machine learning. I have a proven track record of designing high-performance systems and SaaS-ready platforms. Currently focused on building intelligent, data-driven products that combine AI and engineering rigor.
Identity
$ cat user_profile.json | jq{ "name": "Nicholas Ali", "role": "Software Engineer", "location": "Halifax, NS (Open to Remote)", "education": [ "B.S. Computer Science (GPA: 3.9)", "A.A. Applied Mathematics (GPA: 4.0)" ], "focus": ["backend-systems", "machine-learning", "fintech", "embedded"], "goal": "Building the next generation of financial and systems infrastructure"}40%
Reduction in load times
22%
Improvement in engagement
3.9
CS GPA
About
I am a Software Engineer with a strong foundation in Applied Mathematics and Computer Science. My passion lies in solving complex engineering problems at the intersection of backend systems and machine learning.
From optimizing physics engines at Epic Games to building scalable SaaS platforms at Heartr, I focus on creating high-performance, reliable systems. I leverage my background in mathematics to implement efficient algorithms and data-driven solutions.
Technical Skills
languages
JavaScriptPythonC++LuaSQLframeworks
ReactNext.jsNode.jsExpressTensorFlowPyTorchdatabase & cloud
PostgreSQLMongoDBMySQLFirebaseAWSother
REST/GraphQL APIsTDDGitWebpackUnreal Engine 5Experience
Lead Backend & Fullstack Engineer
2023 – 2025Heartr
Engineered an intelligent ML-powered compatibility engine improving match rates by 22%. Designed scalable backend infrastructure on Supabase/PostgreSQL supporting thousands of users. Built premium SaaS monetization features.
Computational Geometry Engineer
2022Roblox
Designed and optimized geometric algorithms for 3D modeling and collision detection. Improved computation efficiency by 30% and delivered tools used by 200+ engineers, reducing environment creation time by 40%.
Destruction Physics Simulation Engineer
2022Epic Games
Implemented advanced destruction physics in UE5 using Chaos, reducing simulation error by 40%. Optimized C++ algorithms to support 10x more destructible objects, reducing latency by 35% in large-scale simulations.
Projects
Selected technical work demonstrating systems engineering, AI integration, and core development capabilities.
A high-performance, concurrent HTTP web server built from scratch in C++.
Overview
Designed and implemented a multi-threaded HTTP web server capable of handling concurrent client connections. This project focuses on understanding the low-level mechanics of network protocols and system calls.
Problem
Standard web servers abstract away the underlying complexities of connection handling, request parsing, and memory management. Building one from scratch demonstrates mastery of these core systems concepts.
Architecture
Connections:
Key Decisions
Multi-threaded Architecture
Utilized a thread pool to handle multiple connections simultaneously, preventing blocking on I/O operations.
Custom HTTP Parser
Wrote a zero-dependency HTTP parser to manually process request headers and bodies, ensuring strict compliance with HTTP/1.1 specs.
Tradeoffs
| Advantage | Tradeoff |
|---|---|
| Full control over memory and execution | Higher complexity compared to using libraries like Boost.Asio |
| Deep understanding of syscalls (bind, listen, accept) | Platform-specific implementation details (POSIX) |
Performance
Multi-threaded
Concurrency
HTTP/1.1
Protocol
None (STL only)
Dependencies
Code Example
1void Server::handleClient(int clientSocket) {2 char buffer[4096] = {0};3 read(clientSocket, buffer, 4096);4 5 Request req = parseRequest(buffer);6 Response res = router.route(req);7 8 std::string responseStr = res.toString();9 send(clientSocket, responseStr.c_str(), responseStr.length(), 0);10 close(clientSocket);11}A dynamic multi-agent system with intelligent model selection and supervision.
Overview
Built a sophisticated multi-agent system utilizing a supervisor architecture. The system dynamically selects the most appropriate LLM (phi3, gemma3, qwen3) based on task complexity and maintains long-term memory.
Problem
Single-agent systems often struggle with complex, multi-step tasks. This architecture decomposes problems and assigns them to specialized agents (Planner, Researcher, Executor) for higher accuracy.
Architecture
Connections:
Key Decisions
Supervisor Design Pattern
Implemented a central orchestrator that delegates tasks to workers and aggregates results, ensuring coherent outputs.
Dynamic Model Router
Developed a routing logic that assigns lightweight models to simple tasks and powerful models to complex reasoning chains.
Tradeoffs
| Advantage | Tradeoff |
|---|---|
| Higher accuracy on complex tasks | Increased latency due to multi-agent coordination |
| Cost optimization using smaller models for simple tasks | Complexity in managing agent state and memory |
Performance
Multiple (Ollama)
Models Supported
Supervisor-Worker
Architecture
Vector Store
Memory
A foundational game engine built with C++ and OpenGL/Vulkan concepts.
Overview
Developed the core systems of a game engine, including a rendering pipeline, physics simulation integration, and entity-component system (ECS). This project showcases low-level system design and performance optimization.
Problem
Commercial engines are powerful but obscure understanding of core game loop mechanics. Building an engine requires solving problems in memory management, linear algebra, and real-time rendering.
Architecture
Connections:
Key Decisions
Entity-Component System (ECS)
Adopted an ECS architecture for data-oriented design, improving cache locality and performance for game objects.
Physics Integration
Implemented rigid body dynamics and collision detection, similar to industry standards found in Unreal Engine's Chaos.
Tradeoffs
| Advantage | Tradeoff |
|---|---|
| Optimized memory layout (SoA) | Steep learning curve compared to OOP hierarchy |
| Precise control over rendering pipeline | Manual resource management (VBOs, VAOs, Shaders) |
Performance
C++
Language
Real-time
Rendering
Rigid Body
Physics
Code Example
1void Game::run() {2 while (isRunning) {3 float deltaTime = calculateDeltaTime();4 5 physicsSystem.update(deltaTime);6 inputSystem.processEvents();7 8 renderer.beginFrame();9 renderSystem.draw(entities);10 renderer.endFrame();11 }12}Contact
I'm always interested in hearing about new opportunities, innovative projects, or connecting with fellow engineers.
$ curl -X POST https://api.nicholasali.dev/contact \ -d '{"name": "Recruiter", "msg": "We need your systems expertise!"}'> Msg received. > Email: nicholasali.business@gmail.com> Response time: < 24 hours> Location: Halifax, NS (Open to Remote)