About Derek Ciula · Architect & Studio Lead

I make complicated systems tell the truth about how they work.

I do my best work on small, fast-moving teams where the lead still ships.

Before I change a system, I walk the land: find the real constraint, build the smallest probe that can prove or falsify the story, complete the circuit, and leave evidence for the people who will own it.

The Practice

Two arenas. One engineering discipline.

Enterprise platforms require bank-grade durability and verifiable contracts. Player-built worlds require real-time speed and low-level mechanical honesty. The discipline carries directly across both.

Enterprise Platforms & Distributed Architecture

Distributed systems that tell the truth

More than two decades designing, modernizing, and defending production systems in .NET, Azure, and distributed platforms. From high-throughput transaction rails (100M+ daily APIs, billions of monthly identity events) to enterprise CIAM migrations, telemetry pipelines, and agent control planes—I build systems that can be operated, diagnosed, and defended by their teams.

100M+ Daily APIs Billions Identity Events CIAM Consolidation Idempotent Replay
Inspect the systems evidence console →
Independent Studio & Spatial Computing

Sovereign game tech & local AI

Steppe Integrations is also my independent software studio for persistent worlds and player communities: world-save extraction, a validated remote Lumberjacks cutover, and spatial tools like DMos. I use lateral thinking and AI-assisted implementation to connect components deliberately built for integration and integration testing.

The fast prototypes draw on that accumulated work. A friend tried the DMos PoC from their own computer less than 24 hours after the idea because the spatial, game, and local AI building blocks were already there.

8M ZDO Streaming Parse 20Hz Server-Auth Netcode 22,377 Instances @ 60 FPS Dual Arc B70 Cluster
Explore community projects →

The working method

Four moves I keep finding in the work.

  1. 01

    Walk the land

    Read the system, talk to the people inside it, and observe what it does before deciding what it needs.

  2. 02

    Map the real bounds

    Observe the system directly, change one condition at a time, and map where reality stops matching the dashboard.

  3. 03

    Complete the circuit

    Connect the useful prototype to traffic, operations, recovery, and the people who must decide what happens next.

  4. 04

    Leave a trail

    Write down the evidence, the wrong turns, and the operating decisions so the next person does not start from folklore.

Much of what I learn comes from ordinary work: an unexpected result, a small adjustment, or a question from someone else. I follow those threads and keep notes I can return to.

2005–2026

The tools changed. The questions did not.

  1. 2005

    The hidden field

    I was learning to pull component descriptions out of CAD assemblies through the SolidWorks API. In a public debugging thread, the useful correction came down to the case of a letter. Make the failure visible, accept the correction, keep going.

  2. 2012

    A world you could walk through

    I built an interactive simulation by hand. It reinforced something that still matters in production software: a model becomes useful when people can move through it, test it, and see where their assumptions stop matching the world.

    That year, I also wrote a custom HTML5 canvas particle animation for a nationwide mobile carrier rollout. I remember the turnaround as 72 hours. The retained source shows a shared timer driving motion through tunable multipliers—a design I approached through the base-clock-and-multiplier model of PC overclocking. The work was about fitting the animation to the mobile hardware and making its behavior visible enough to tune.

  3. 2018

    The factory floor

    I delivered a greenfield order-entry platform for a supply chain spanning more than 100 factories and $300M in yearly order volume. The less visible work was just as important: telemetry, operating help, deployment, and a team able to own the system after handoff.

  4. 2019

    Scarcity gets a model

    I wrote about job-shop scheduling from inside manufacturing. Seven years later, the same constraints showed up while scheduling AI agents and GPU model loads. Different floor, same discipline: the solver is only as trustworthy as the observations underneath it.

    My 2019 archive also includes Clean Architecture and CQRS reference material exploring separate write paths, read models, and append-only event histories. Those questions—where truth lives, how a view is derived, and what history is retained—continue through my work on agent systems and replayable state.

  5. 2020–21

    Complete operational circuits

    Led customer-identity consolidation (CIAM) and Auth0 externalization across multiple engineering teams for a consumer-credit platform handling 100M+ daily API requests and eventing for billions of monthly identity events. Identity, APIs, security, telemetry, testing, documentation, and cross-training were not separate deliverables. Together they made systems that could be operated, changed, and defended by the people responsible for them.

  6. 2026

    The instrumented workbench

    Local AI infrastructure, agent control systems, game networking, and causal hardware investigations became a connected body of work. The hardware campaign separated three distinct bottlenecks; the Vulkan investigation moved the actual software wall experimentally.

    Farmer’s architecture makes the filesystem the source of truth: each run keeps its request, state, events, and results on disk. The record remains available for inspection after the process stops. It is the same habit of making behavior observable, applied to an agent system.

    Lumberjacks started with an AM4 first pass. The work took weeks of difficult integration and multiplayer testing. I completed the final cutover fully remotely on GCP, driving OMEN and i5 as players. After validation, I rolled AM4 back for standalone mods that lowered adoption requirements and widened tester participation, and rolled back or shut down GCP to control costs while building the surrounding tooling ecosystem. Read the cutover and wind-down history →

    Those integration-tested building blocks made later ideas quicker to try. DMos reached a friend-tested PoC in under 24 hours by connecting existing spatial, game, and local AI work through a new interface.

Where I’m useful now

Game tools, local AI, and systems that connect.

Studio Projects & Custom Systems

Through Steppe Integrations, I take on selected custom engagements: world preservation and cartography, spatial web tools, netcode modernization, and local AI pipelines. We start with the result you need, find the part that needs proving, and agree on a bounded piece of work.

Start a studio project →

Principal / Staff Leadership & Advisory

I am also open to the right principal- or staff-level role where the lead still ships, bounded architecture challenges, and production modernizations. I am always glad to join serious technical walkthroughs, podcasts, and working conversations.

Talk with Derek →

derek@steppeintegrations.com  ·  Start a project  ·  Explore the lab  ·  Pacific Time