Selected work

Projects

I am Moises Michelow, a software engineer based in Chile. This page highlights the work that best represents my technical profile: GenAI, software systems, and ambitious side projects with real engineering depth.

The goal here is not to list everything. It is to show the work that best communicates how I think: technically ambitious, product-aware, and comfortable crossing between applied AI, software systems, and interactive development.

Main Signal AI-native engineering with real product and systems thinking.
Range GenAI, automation, backend/full-stack work, and Godot-based game development.
Why These Projects They show execution, architecture, iteration, and technical curiosity with practical value.

Featured Projects

The strongest portfolio pieces are the ones that reveal engineering taste, not just shipped output. These projects are here because they show architecture, iteration, and product thinking.

Featured Project

LaserWars

Godot 3D bullet heaven Roguelike autoshooter Performance optimization

LaserWars is a 3D bullet heaven roguelike autoshooter built around high-intensity space combat, neon-heavy visual chaos, and build experimentation under pressure.

A major technical focus of the project has been extreme optimization. The game is designed to support up to 150 enemies on screen at high framerate, which makes performance, encounter scaling, and systems efficiency central to the work rather than secondary polish.

At the design level, it is a spaceship bullet fest built around survival, repeated runs, and discovering different builds in space. Professionally, it matters because it shows both systems design and the engineering discipline needed to keep a visually dense game responsive.

View LaserWars
Featured Project

SomnaWorld

Godot Open world Emergent systems Offline MMO feel

SomnaWorld is an open-world world-evolution game built around more experimental design ideas, especially emergent rules that allow the world to generate dynamic features based on the player-generated world itself.

It draws inspiration from games like Terraria and Zelda, but the target feeling is different: a single-player, offline MMO, where the world keeps suggesting scale, continuity, and discovery without depending on a live multiplayer structure.

For this portfolio, it matters because it reflects interest in world simulation, systemic design, and long-horizon technical/product thinking. It is not just another game prototype; it is a vehicle for exploring richer generative rules and more ambitious world behavior.

View SomnaWorld

How These Projects Support My Profile

I want the page to make the professional relevance obvious. The point is not “games as hobbies.” The point is that these projects show how I work when the problem space is large, technical, and creatively open-ended.

Systems Thinking

Projects like these reveal how I design interacting systems instead of isolated features.

Execution

They show persistence, iteration speed, and the ability to carry ambitious work over time.

Technical Range

They complement GenAI and software work by showing breadth without losing coherence.

Broader Engineering Direction

Beyond the game projects, my work is also shaped by applied AI, automation, and software systems that need to operate in real environments.

GenAI

Applied AI and LLM Systems

I am especially interested in building with LLMs where the result is actually useful: workflow intelligence, developer tooling, orchestration patterns, and AI-native product experiences.

Software

Automation and Product Systems

I care about leverage. Good tools, good architecture, and well-structured automation can make software dramatically more effective, both for users and for the teams that build it.