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Louis Braidwood
YourDeveloper
Passionate about all things game, software and web development
My CV

About Me

From custom game engines to critical healthcare infrastructure.

  • 2014 - 2019

    The Foundation

    Began programming and built custom game engines in Java/LWJGL & C++. Learned fundamentals such as memory management.

  • 2019 - 2023

    CS Degree

    Completed a BSc (Honours) at Heriot-Watt with a focus on algorithms, procedural generation, cellular automata and general software engineering.

  • 2023

    Enterprise Scale

    Hired at Voror Health Technologies. Began working with Java/RabbitMQ pipelines for 38 million patient records.

  • 2024

    Product Lead

    Led 'Record Viewer' greenfield development. Built efficient workflows estimated to save the healthcare sector £10 million / yr.

  • Present

    Architect

    Leading a platform-wide upgrade from legacy Angular 4 and 8 projects to Vue 3 & TypeScript and integrating a comprehensive e2e testing solution via Cypress.

Selected Work

A collection of professional and personal builds.

Advent of Code 2024

Advent of Code 2024

2024WebAssembly Integration (Rust/React)
A dedicated solution runner for the Advent of Code 2024 challenges, designed to demonstrate interoperability between a modern frontend and a systems-level language. I wrote the core algorithmic logic in Rust and compiled it to WebAssembly (Wasm), enabling the application to execute complex solutions with near-native performance directly in the browser. This project serves as a technical showcase for bridging the gap between React and Rust and handling cross-boundary type safety without relying on server-side processing.
ReactTypeScriptRustCI/CD+1
Data Sharing Manager

Data Sharing Manager

2025Legacy Migration (Angular to Vue)
A comprehensive architectural overhaul of a legacy medical data system. The project involved migrating a complex Angular 8 codebase to a modern Vue 3 & TypeScript ecosystem to improve maintainability and performance. I refactored over 50 complex components into a modular structure and introduced a robust End-to-End (E2E) testing suite using Cypress and Cucumber. This testing suite was integrated directly into the CI/CD pipeline, significantly reducing regression bugs in production. This project tested my ability to navigate technical debt and modernize enterprise-scale applications without disrupting critical services.
Vue.js 3Angular 8TypeScriptCypress+2
Portobello Driver Training

Portobello Driver Training

2024Commercial Web Application (VUE/Docker)
A bespoke booking and informational platform built for a commercial client. Unlike standard template sites, this was a custom solution containerized with Docker for easy deployment and scalability. I integrated the Google Places API to dynamically pull reputation data and engineered the site structure for maximum SEO performance. The results were immediate and measurable: the client saw a 100% year-on-year increase in customer inquiries following the launch, validating the technical strategy.
Vue.jsDockerGoogle Places APISEO+1
Patient Record Viewer

Patient Record Viewer

2024Full-Stack (Healthcare Tech)
A high-impact clinical tool designed to optimize the "Cost of a Click" for healthcare professionals. This system provides insight into 38 million patient records across 850 GP practices. I served as the Lead Developer, handling the full stack from high-throughput Java ingestion pipelines to the Vue.js frontend. The tool simplifies the user journey for clinicians, projected to save the sector £10 million annually in administrative time. Key contributions included the full front-end design, implementing HSTS security filters for patient data compliance and giving both internal and external demos.
JavaMySQLVue.js 3PrimeVue+2
Squishy / High-Fidelity Softbody

Squishy / High-Fidelity Softbody

2025-2026Systems Engineering (C#)
A high-performance 3D mobile game focusing on soft-body physics on constrained hardware. While game-engine based, this project requires heavy systems engineering and optimization. I wrote custom HLSL vertex and fragment shaders to achieve specific visuals without the performance overhead of standard rendering paths. I also utilized Unity's Universal Render Pipeline (URP) workflow to maintain a steady 60 FPS on mobile devices. The project requires strict memory budgeting and touch-input architecture, demonstrating proficiency in C# outside of standard web contexts. Set to release Q1 2026.
UnityC#HLSL ShadersMobile+2

Let's Connect

I'm always open to connecting with like-minded people in the field! Whether you have a question or just want to say hi, I'll try my best to get back to you!