Sam Starling
Co-Founder · Full-Stack Web Engineer · Gameplay Systems & Technical Design
Co-founder of Zhovten Games shaped by production systems, client work, and applied engineering, now focused on web infrastructure, gameplay systems, technical design, and research.
Status: Active
Business and real applied work forged my engineering practice: support queues, broken systems, production deadlines, client risk, and decisions that had to survive contact with users. I entered IT at 18 in 2011 through technical support at uCoz, turning unclear reports into reproducible cases, diagnostics, and Jira workflows.
From there I moved through QA and product quality: functional testing, defect reproduction, system-behavior analysis, and direct work with developers. Later, at Scuba Space, I led a bilingual copywriting team and built its workflow, editorial review, and content-quality control.
Since 2019, my main field has been full-stack web engineering: client and server development, WordPress, Laravel, APIs, webhooks, deployment, architecture, security, and technical consulting. Production taught me a blunt rule: a system is defined by what continues to work after the presentation ends.
At Zhovten Games, I work on web infrastructure, gameplay systems, technical design, prototypes, narrative/game logic, and the research pipelines behind our projects. My current engineering profile and active work are documented on GitHub.
Public team profiles
Skills
Languages
- English
- Ukrainian
- Russian
Tools
- JavaScript / TypeScript
- PHP
- C++
- SQL
- WordPress / Laravel
Studio Log
Canon Horror Series: Language as Infection and the Systems of Horror v0.2
2026-05-01
External DOI wrapper for the Canon Horror Series research corpus.
Canon Horror Series: Language as Infection and the Systems of Horror
2026-05-01
Research-track announcement for Canon Horror Series: Language as Infection.
InterDead / NOIR Public Snapshot on itch.io
2026-05-01
Public snapshot announcement for InterDead / NOIR on itch.io with build context.
February Umbrella Update
2026-02-23
Umbrella update covering canon, pipeline, communication architecture, and TTRPG testing.
How We Structured Audience Communication in InterDead Through a System Character
2026-02-20
Case study on cross-platform narrative communication through the constrained system character Niro.
How We Reduced Video Artifact Production Time for InterDead and Built a Reproducible Pipeline
2026-02-20
Case study on reproducible InterDead artifact video production with WhisperX, LLM cues, and FFmpeg.
How We Turned the Why into a Reproducible Canon Contract for InterDead
2026-02-20
Case study on turning the canon Why into an operational SSOT contract for InterDead.
Brain Anatomy & Information Flow: Interim Update
2026-01-12
Interim update linked to the Brain Anatomy & Information Flow research publication.
Echo of an Unfading Memory: First Chapter Opened
2025-12-29
Announcement of the first public chapter of Echo of an Unfading Memory.
Transmedia In-Universe Narrative: Approach and References
2025-11-07
Notes on InterDead’s transmedia in-universe narrative approach and reference model.
PsyFramework: Screening Prototype and System Notes
2025-10-31
Announcement of PsyFramework, a browser-based screening prototype for player-facing psyche mechanics.
Zhovten Games and InterDead Launch Announcement
2025-10-31
Studio launch announcement and first public entry point to the InterDead meta-universe.