Systems Engineer ยท Mobile Architect ยท Open-Source Builder ยท Privacy-First Software ยท Minecraft Systems Developer
A systems-oriented engineering portfolio focused on event-driven architecture, stateless backend design, and modular runtime systems. This profile operates as a live engineering system dashboard with automated data pipelines, deterministic scoring, and real-time metric updates.
Auto-generated via GitHub Actions (Data Pipeline v3, 6-hourly refresh)
Platform Status: ๐ข Online
Last Update: Via pipeline-generated metrics
Pipeline Version: v3.0.0
Cache Status: Optimized
API Integration: Active
Update Frequency: Every 6 hours (scheduled)
| Domain | Focus | Approach |
|---|---|---|
| Distributed Systems | Event-driven architecture | Event-first design primitive |
| Backend Engineering | Orchestration layers | Stateless, composable services |
| Client-Owned Data | User-controlled storage | BYO storage, external authority |
| Cross-Platform | Flutter, iOS, Android | Unified mobile systems |
| Minecraft Runtime | Paper, Spigot, Bukkit | Plugin architecture, modularity |
- Backend = Orchestration, Not Authority โ Backend services orchestrate workflows without owning data
- Events = Primary Primitive โ Event-driven flows as first-class design element
- Storage = External & User-Owned โ Data lives with users, not in backend
- Failure = Design Constraint โ Resilience embedded in architecture
- Modularity > Monoliths โ Composition over integration
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โ GitHub API Ingestion Layer โ
โ (Fetch repos, normalize schema, rate-limit cache) โ
โโโโโโโโโโโโโโโโโโโโโโโโโโฌโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ
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โ Normalization Layer โ
โ (Standardize repository schemas, validate fields) โ
โโโโโโโโโโโโโโโโโโโโโโโโโโฌโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
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โโโโโโโโโโโโโโโโโโโโโโโโโโผโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ Cache Layer โ
โ (Rate-limit protection, 6-hour TTL strategy) โ
โโโโโโโโโโโโโโโโโโโโโโโโโโฌโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ
โโโโโโโโโโโโโโโโโโโโโโโโโโผโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ Scoring Engine v3 โ
โ score = (starsร3) + (forksร2) + (recencyร10) โ
โ + (languageร5) + activity_bonus โ
โโโโโโโโโโโโโโโโโโโโโโโโโโฌโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ
โโโโโโโโโโโโโโโโโโโโโโโโโโผโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ Classification Engine โ
โ (Categorize: minecraft, automation, product, infra, data) โ
โโโโโโโโโโโโโโโโโโโโโโโโโโฌโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ
โโโโโโโโโโโโโโโโโโโโโโโโโโผโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ Ranking & Top-N Selection โ
โ (Filter forked/archived, rank by score, select top 6) โ
โโโโโโโโโโโโโโโโโโโโโโโโโโฌโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ
โโโโโโโโโโโโโโโโโโโโโโโโโโผโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ Rendering Layer & Injection Engine โ
โ (Generate system cards, inject into README, commit changes) โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
- Trigger: Scheduled cron every 6 hours + manual dispatch
- Concurrency: Single-instance protection (no race conditions)
- Execution:
- Checkout repository
- Setup Node.js 20
- Execute Data Pipeline v3 (scoring, classification, ranking)
- Render system cards
- Inject into README between markers
- Idempotent commit (only if changes detected)
- Push to main branch
Dynamically ranked via Data Pipeline v3 scoring engine (every 6 hours)
Build Status: [ ๐ Running via GitHub Actions ]
Latest Pipeline Run: Every 6 hours
Deployment Frequency: Continuous (on main branch)
Last Successful Pipeline: Auto-tracked
| Component | Badge | Status |
|---|---|---|
| GitHub Actions | โ Active | |
| Release Channel | Latest | |
| Last Commit | Live | |
| Repo Size | โ |
- Method: REST API v3 with rate-limit aware caching
- Authentication: Token-based (GITHUB_TOKEN)
- Rate Limit: 60 req/hr unauthenticated, 5000/hr authenticated
- Cache Strategy: 6-hour TTL for repo data, 24-hour for user profile
- Failure Handling: Graceful degradation with cached fallback
- Workflow:
pinned-repos.yml(Data Pipeline v3 orchestration) - Schedule:
0 */6 * * *(every 6 hours) - Runtime: Ubuntu latest + Node.js 20
- Permissions:
contents: write(README modification) - Idempotency: Commit only on actual changes
- Primary: Go, Rust, TypeScript, Python
- Mobile: Flutter, Swift, Kotlin
- Game: Java (Paper/Spigot), C#
- Scripting: Node.js, Bash
- Event-driven systems (message queues, event streams)
- Microservices & service mesh (orchestration focus)
- Serverless/FaaS (stateless, event-triggered)
- Plugin architectures (Minecraft, Discord)
- Data pipeline orchestration (ETL/ELT patterns)
- CI/CD: GitHub Actions (primary workflow automation)
- Containerization: Docker, container registries
- Version Control: Git workflow, branching strategies
- Monitoring: GitHub API insights, runtime metrics
- Infrastructure Code: Terraform, CloudFormation patterns
- Active Development: High-frequency updates across systems
- Domain Focus: Backend services, event systems, cross-platform mobile
- Open Source Contribution: Community-driven plugins and tools
- Architecture Research: Exploring edge-optimized, distributed patterns
- Deterministic scoring system โ
- Automated data pipeline โ
- Rate-limit aware caching โ
- Idempotent deployments โ
- Schema normalization โ
- Graceful error handling โ
Interested in event-driven systems, cross-platform engineering, or Minecraft plugin architecture?
- ๐ง Reach out: GitHub Issues or Discussions
- ๐ Connect: GitHub Profile
- ๐ Explore: Featured projects (auto-ranked above)
Made with ๐ง + โ๏ธ + ๐
Profile README generated via Data Pipeline v3 โ A fully automated, deterministic, API-driven engineering system.
Type: Stateless Event Pipeline Model: BYO Storage
Core Flow
Client โ Event โ Transformation Layer โ External Storage
Capabilities
- Google Sheets integration
- Notion / Airtable adapters
- Webhook-based pipelines
Status: Production
Type: Flutter-based UX system Model: Lightweight backend coupling
Capabilities
- Cross-platform mobile runtime
- Event-driven UI state transitions
- Minimal backend dependency design
Status: Published App
Type: JVM runtime system Model: Event-driven plugin kernel
Runtime Architecture
Minecraft Server
โ Bukkit Event System
โ Internal EventBus
โ Module System
โ Gameplay / World Effects
Modules
- Player System
- World System
- Command System
- Integration Layer
Status: Active Development
Fully automated GitHub ranking engine. Repositories are scored, classified, and rendered as structured system cards (not simple markdown lists).
Each repository is evaluated using a weighted scoring model:
score = (stars * 3) + (forks * 2) + recency_boost + language_weight
-
Recency Boost: newer updates increase ranking priority
-
Language Weight:
- Rust / Java / Kotlin โ high (systems layer)
- Dart / Flutter โ medium (product layer)
- JS/TS โ baseline (web automation)
-
Project Type Inference:
- Minecraft plugin โ runtime system
- Discord bot โ event automation system
- Streaming server โ infrastructure system
- Fetch repositories via GitHub API
- Filter forks and low-signal repositories
- Compute composite ranking score
- Infer project category via heuristics
- Sort by final score (descending)
- Render structured system cards into README
- Source: GitHub REST API v4
- Engine: Ranking Engine v2 (weighted scoring model)
- Execution: GitHub Actions scheduled workflow
- Update Frequency: every 6 hours
- Output: Structured system-card injection into README
Real-time plugin + server health layer (powered by GitHub Actions + Shields.io)
- Runtime Integrity: live via GitHub Actions pipeline
All systems are governed by CI-driven automation:
- GitHub Actions build verification
- Gradle-based JVM compilation
- Flutter build validation
- Automated artifact generation
- Release tagging via semantic versioning (planned extension)
Client Event โ Processing Layer โ External State โ Stateless Core
- No persistent backend authority
- Externalized storage ownership
- Deterministic transformation layers
- Modular runtime boundaries
- Primary system primitive
- Fully decoupled components
- User-owned persistence
- No internal database authority
- JVM (Minecraft)
- Flutter (Mobile)
- Node/Webhook integrations
- Backend systems are non-authoritative
- Client is source of truth
- External storage is replaceable
- Failures are expected and handled explicitly
- Minimal attack surface via stateless design
- Website: https://zviel.com/
- Email: mailto:conatct@zviel.com
- LinkedIn: https://www.linkedin.com/in/zvielkoren
- Discord: zvicraft
Systems should minimize centralized ownership while maximizing composability, autonomy, and long-term architectural independence.



