Most of my professional work lives in Ruby on Rails, building systems that have to work reliably under real conditions, integrate with everything, and hold up over time. Web applications, APIs, background infrastructure. The kind of software that isn't glamorous but is genuinely hard to get right.

A significant part of that work has been in identity and access management. Not just hooking up a library and calling it done; the real work is building the systems that decide who gets in, from what device, and under what conditions. SAML federation, OIDC, and the particular challenge of device trust: knowing not just who is authenticating, but whether to trust the machine they're on. It's a problem that sits at the intersection of security, UX, and enterprise politics, and one I've spent years working through with a great team.

The iOS games are something else entirely, and honestly a little personal. I built the originals back in 2007, before the App Store existed, before anyone had written the rules for this. They had a good run. Then life moved on, and they went quiet for a long time. Now I'm a dad, with three boys who'd never got to play them. That felt like a problem worth solving. Rebuilding them, and getting to hand a device to my kids and watch them actually play something I built, turned out to be a pretty rad decision.

If you're working on something interesting, I'd be glad to talk. A web application, an iOS app, a .NET service, an authentication system that needs to do more than the defaults allow, or something that doesn't fit neatly into a category.

hello@pelted.io