// about me

Hi, I'm Ceryce.

I'm a software engineer with over a decade of experience, and these days I'm pouring that energy into AI architecture and engineering — figuring out how models, tools, and memory come together into things that are genuinely useful.

I'm an Autistic Trans Woman with ADHD (she/her). That's not a footnote — it's a lot of how I think. Pattern-matching, deep focus on the problems that grab me, an allergy to things that are needlessly complicated: that wiring is exactly what makes me good at this work. I lead with clarity, I sweat the details that matter, and I am unbothered by the ones that don't.

My name is pronounced "Cerise," like the color — always written Ceryce. I've spent years in the unglamorous middle of software: backends and services, the glue and the plumbing, the systems that have to keep working when no one is watching.

// the through-line

I find a cost I keep paying by hand, then build the thing that absorbs it.

It's the most reliable thing anyone can know about me, and it holds across contexts that look nothing alike. The clearest version is also the oldest: long before any of this was a job, I ran what amounted to a one-woman supply chain inside an online game's player economy. Read as a career, it had a procurement function and a documentation department. It went in four moves, and every one of them started as something I was doing by hand and got tired of.

  1. The marketplace took a cut and hid the counterparty from me, so I left it and negotiated direct, in bulk, with the people actually on the other end.
  2. Coordinating buyers and deliveries by hand got tedious about a week in, so I automated the coordination.
  3. The same questions kept arriving forever, so I wrote the reference manual — 1,700+ documented functions, with an early language model pressed into service to draft the descriptions, years before reaching for one was an obvious thing to do. When the docs weren't enough, I made videos.
  4. Part of what the operation ran on wore out at a steady rate I couldn't engineer away. So I stopped treating that as a bug to drive to zero and started treating it as a supply problem: price the loss in, secure the resupply, keep running.

That last one is the move I'm proudest of, and it's the easiest to miss. Most people in that seat optimize harder and get angry when the losses happen anyway. Treating an irreducible attrition rate as a base rate instead of a defect is inventory management, derived from first principles, inside a game.

Everything since has been the same move in a different costume. Every project on my portfolio is a cost I decided to stop paying by hand — an assistant that screens my phone so I don't, a framework I generalized and gave away, a background job whose promise outlives the process that made it.

I teach the model, not the answer

My instinct with a question is to hand over the structure that generates answers rather than the answer itself. That 1,700-function reference wasn't documentation; it was an artifact that answered while I slept. Docs, then videos, then a language model drafting descriptions — none of that was giving up on teaching. It was teaching one-to-many. It's also how I'd rather be taught: tell me why the shape is what it is and I'll get the rest faster than an answer would have gotten me there.

The coordination layer is the part I actually want

Ownership, sequencing, dependency under time pressure — that's what holds my attention, and a logistics problem will hold it when a CRUD problem won't. Worth saying plainly: it was never the dealmaking. I don't miss negotiating contracts even slightly. The part I liked was automating the coordination, not performing it.

I know exactly where that came from. FIRST Robotics in high school is still the happiest I've been: a hard problem, a trusted team, a deadline, and hands and mind making a machine actually work. All four. I've been quietly scoring things against that list ever since, and it's usually the fastest way to tell whether I'm going to be any good at something.

If you want the structured version, my résumé lays out the work, and my portfolio shows a few of the things I've made.

// how i work

  • Teach the model, not the answer

    Hand someone the structure that generates answers and you only have to do it once. Aim an explanation at how a person thinks, not at the question they asked.

  • Invisible excellence

    The best thing I ever did in a game was the perfectly timed heal that canceled the damage before the person taking it noticed. Good systems work like that — you find out they were there by going looking.

  • Evidence over agreement

    Praise doesn't tell me much — the articulate version of an idea can plant the thought. Show me the evidence and where your read differs from mine. I'll do the same, including when the wrong call was mine.

  • Honesty about limits

    Systems fail. The good ones fail safely and tell you the truth about it.