System Administration & Development Services

Affordable & professional system administration & development work.

Current experience

I've worked with many technologies, and have always found ways to properly incorporate a program into a system. My most important ability is that to adapt and learn as I go. I've installed panels i've never head of in less than 1 hour, designed an entire layer 7 protection firewall in 1 day and even more.

Java Experience:

  • Ingenious & efficient problem solving solutions to complex problems
  • Ability to follow OOP programming principles: Abstraction, Encapsulation, Polymorphism, Inheritance, etc
  • Knowledge of multiple frameworks such as Bukkit, JDA
  • Good problem-solving skills and creative ability
  • Highly skilled in creating performance efficient code, along with implementing optimization techniques such as dynamic caching
  • Ability to automate program deployment with maven, git & docker.
  • Good ability to adapt to new situations, learn and build on previously gathered knowledge
  • Ability to use reflection for loading classes & methods at runtime and to bypass encapsulation
  • Ability to explain key aspects of a program to less technologically able people
  • Ability to code easy-to-understand code when working in a team
  • Ability to properly prioritize features in order to use time in the most efficient way
  • Ability to fastly learn to use new API's and frameworks
  • Ability to create secure code which properly sanitizes user input
  • Using Jetty as an embedded system to allow apps to have a web frontend
  • Ability to use Redis & Mysql to persist application information to a database
  • Ability to use PayPal's checkout SDK to allow instant payments in java applications

System administration experience:

  • Installing required programs on Linux systems
  • Improving the security for remotely-accessed Linux machines (Firewalling, hiding common ports, etc)
  • Optimizing websites (installing/configuring webserver,improving website load time and aspect, installing SSL certificates)
  • Optimizing minecraft servers (Finding a way to implement complex features in a lag-free way & helping alleviate already-existent lag
  • Installing control panels, either application-based or system-based (eg: CentOs Web Panel, Webmin, Pterodactyl Panel, Multicraft etc)
  • Analysing traffic & finding the optimal hosting plan to help improve savings and player satisfaction.
  • Creating scripts to automate linux work (eg: Backup Script, Reset Script, etc
  • Installing cloudflare CDN and setting it up properly (installing origin certificates, properly setting up proxying, etc)
  • Installing development platforms like a local GitLab server
  • Creating linux services for normally unserviced applications
  • Penetration Testing Services & Websites for vulnerabilities
  • Efficiently load-balancing players using Ha-Proxy & Bungeecord
  • Docker image creation & automatic deployment
  • & More (Contact me and explain what you need, and i'll come back with an answer)

Marketing experience:

  • Ability to advertise technical products to less tech-savy people
  • Create cachy titles & descriptions to catch user's attention
  • Create product video overviews to showcase product's features
  • Properly focusing on the targeted audience

Past Experience

I've worked with many enterprise minecraft networks with a large playerbase and have learned how to properly scale with size.

  • Gamster.org (Upwards of 2000 players)
  • Daily-Life.dk (Upwards of 500 players)
  • CreativeFun.eu (Upwards of 500 players)
  • LatinPlay.net (Upwards of 400 players)
  • NeoCrafters.es (Upwards of 300 players)
  • FantasyCloud.me (Upwards of 200 players)
  • OxiusPvP.org (Upwards of 200 players)
  • Addicted2.ro (Upwards of 200 players)
  • Maestrea.com (Upwards of 100 players)
  • ApeironMc.com (Upwards of 100 players)
  • RebootMc.net (Upwards of 50 players)
  • AspiriaMc.com (Upwards of 50 players)


Along with my work on servers, i've also worked on several popular resources that are sold publicly.


Some examples of problems I've solved are:

  • Networking Linux Issue - The Gamster Technical team had difficulties with unexplained player disconnects. After 4 hours of inconclusive monitoring, I was called. I've managed to pinpoint the issue as being caused by a faulty optimization feature that ocurred in the Debian 9 version provided by OVH. I've managed to find a temporary solution in less than 30 minutes, which we then managed to propagate to all our machines.
  • Factions Server Hopper Misuse - Minecraft faction servers often have their hoppers overly used, which in turn causes lag to the players. Past solutions to this problem was limiting access to hoppers by making them really expensive (which worsened the player satisfaction) along with outright removing them. Past attempts at using gameplay altering features (such as CropHoppers & EpicHoppers) were not enough to solve thew issue. I was hired by OxiusPvP to find a solution. My prototype was based on the real situation and reasoning on why players used hoppers in the first place (for mob grinding & storing items automatically), and comprised of ChunkHoppers. It improved on past attempts by shifting the work from each hopper having to search for the item to take in to having items search for the hopper instead. Unlike normal hoppers, you only need 1 chunk hopper to replace what in the past would take 256 hoppers. The prototyp greatly alleviated the hopper issues on OxiusPvP. Additionally, I was hired by ApeironMc to develop on the idea and improve the product. I've added caching to expensive methods (along with integrating it seamlessly), added a filtering feature (to provide players even more incentive to switch to this more efficient system, and improve their in-game experience), along with 3 configurable modes that the hoppers are prioritized (eg: if one hopper is full, the next one in the priority queue gets filled). The feature is part of the LagAssist plugin which was purchased by more than 300 servers.
  • Live Minecraft Player-Count approximator - Knowing the limits of your infrastructure is key to scaling it cost-effectively. Unlike web apps, minecraft servers avoid using common automatic scaling methods such as load monitoring & cloud computing, because most cloud computing solutions prove performance-inefficient (for a large game-server) or extremely expensive loads. While some large minecraft minigame networks use private cloud systems created by themselves (minigames being synchronized via a backend easily), this is too expensive to accomplish with vanilla-related games such as Factions, Survival, SkyBlock, etc; whose words often surpass 20 GB of space usage. This means that server owners need to do the actual infrastructure design themselves. The tool I've made helps with quickly understanding your server's limitations and assessing hosting companies & machine computing power. Because the tool itself uses scores gathered from PassMark's CpuBenchmark Results to approximate player counts instead of actually benchmarking a running server, it doesn't affect players & other services running on the client's machine.
  • Minecraft Layer 7 DDOS mitigation technique - Minecraft servers are often attacked using botting. Like it's web counterpart, web botting uses proxies along with normal-looking requests to make themselves as hard to block as possible. Due to the intensive nature of players, they can quickly starve resources. With a normal attack (which averages at 5000 bots per second: ~7% of the total playerbase of minecraft servers, and can surpass 30k bots per second, ~42% of the total playerbase) being so strong, application level mitigation systems often fail at blocking the threat. By analysing bot behaviour, these are the 3 allways present attributes (using proxies, often Randomly Named, from countries not targeted by the server). My mitigation system uses traditional firewalling techniques, along with country blocking and in-game analysis to stop the threat. Unlike other attempts, my attempt is resource efficient, doesn't affect real players, and is easily scalable. It also improves during the attack, because bots that can penetrate the initial firewall are further checked in-game, and in case they are bots; they are automatically added to the ip blacklist. Part of this mitigation technique is still used by anti-botting software providers, which implemented it soon after the solution was open-sourced.
  • Mass Internet Regex Scanner - Scanning entire ip ranges is really useful for analytics, penetration testing and network management. My target was to design a really efficient regex scanner that can scan through thousands of ip's in seconds. Iterating through the sites manually would take hours to scan through a /16 subnet. Even when multithreaded (256 threads), the time it took was around 30 seconds. This is not a number to scale up efficiently. My solution was to use redis (and then mysql since i lacked the RAM to store > 2 million ip's). This attempt used 2 different programs: one which caches the html from the websites and one that does a database query to get the list of websites that contain a respective regex. The system can do regex searching on over 2 million sites in under 8 minutes.
  • Machine-learning based Swear filter - Filtering the chat against profanity has always been a tricky subject, since people can invent ways to go around a normal filter. Human filtering is really accurate, but is also really expensive or hard to implement in a way to fully utilize the human potential. I've designed a machine-learning based solution to this problem, and implemented a plugin to allow me to collect data in-game really efficiently. Additionally, I've added a system to automatically train the algorithm as time passes by, so the program doesn't require human intervention being trained enough.

Contact Me

You can contact me using the following contact details.
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