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SYSTEMS ENGINEER

Hamza
Saied

Systems-focused engineer building C++ libraries, concurrent runtime components, and performance-critical backend services.

Focus: C++, concurrency, algorithmic optimization, and production-grade architecture.

ABOUT

Systems Engineering with Production Discipline

I am a backend-focused full-stack engineer with a strong systems background. I specialize in concurrent programming, algorithmic optimization, and production APIs where correctness and performance both matter.

My work ranges from C++ engine and concurrency libraries to Node.js and Go microservices. I enjoy solving complex technical constraints and turning them into maintainable systems that teams can ship with confidence.

3+

Years Building Systems

50%+

Infra Cost Reduction

6→1

Server Reduction at Scale

Architecture Strategy

Design decisions grounded in delivery speed, maintainability, and operational cost.

Performance Discipline

Systems-level rigor across concurrency, API correctness, and production reliability.

Pragmatic R&D

Prototype fast, validate architecture early, and scale only what proves value.

EXPERIENCE

Production Work

Real backend and platform work across reliability, performance, and architecture decisions.

Backend & DevOps Lead - Esprit Market

2026

  • - Created and owned the DevOps repository end-to-end (K8s manifests, scripts, ingress/network setup, VPS deployment workflows).
  • - Designed backend architecture with microservice-inspired boundaries, adapted to modular-monolith constraints required by project supervision.
  • - Owned SRV as a dedicated module and handled most Common shared layers (auth/users/contracts).
  • - Enforced one core rule: no direct cross-module touching; communication goes through controller/API boundaries.
JavaSpring BootAngularKubernetesDockerVPSArchitecture

Backend Developer - Booster BC

Jun 2024 - Aug 2025

  • - Proposed and co-designed migration architecture from Node.js/REST to Go/gRPC, reducing production servers from 4-7 down to 1.
  • - Selected and introduced Ristretto as the caching layer for migration-era throughput and latency goals.
  • - Contributed to TravelLanda V2 Go migration handlers and gateway-adaptation layers across two internship cycles.
  • - Authored early shared common modules for types, DB operations, and operational logging foundations.
  • - Implemented production room-packing and occupancy validation logic for booking lifecycle consistency.
  • - Integrated a new hotel supplier into production microservices within one week.
  • - Rewrote a critical service in 2-3 weeks with defensive patterns, hardening book/confirm/cancel/check-rate edge paths.
GogRPCNode.jsMongoDBRedisMicroservicesShared Library
EXPERTISE

Core Expertise

Focus areas I actively build in across systems, backend, and production architecture.

Systems Programming

Performance-oriented C/C++ systems with low-level control

Concurrent Runtime Design

Thread-safe runtimes with clear synchronization and predictable behavior under load

Optimization & Algorithms

Practical algorithm design for hard constraints and real production trade-offs

Engine & Native Tooling

Custom engine architecture and native developer tooling

Concurrency Libraries

Threading primitives and lock-free patterns in modern C++

Backend & Service Architecture

Production APIs and service architecture built for change and long-term maintenance

PORTFOLIO

Featured Work

A selected set of engineering projects framed as case studies: challenge, approach, and measurable outcome.

Systems Research

Furrballs (NUMA-Aware Caching Library)

Challenge: Modern multi-socket servers expose NUMA topology where remote memory access can be 1.2-2x slower than local. Existing caching systems (Redis, Memcached) ignore NUMA entirely; CacheLib uses static coarse-grained sharding. No published system combines NUMA topology as an adaptive input to per-page cache placement with an eviction policy.

Approach: Built a C++20 library with per-node physical block allocation, PMR-backed containers, bump-packed multi-value pages, and per-node sharded KeyStore. Implemented lock-free reads via SeqLock to eliminate synchronization overhead from the read path. Designed round-robin and thread-local key routing strategies. Created a 5-step ablation study isolating each architectural decision, a shared-nothing MPSC queue variant, simulated NUMA latency injection, and a cross-VM baseline isolation methodology. Published a technical whitepaper with DOI on Zenodo.

Outcome: Demonstrated that SeqLock lock-free reads expose 2.2x more NUMA signal than shared_mutex (11.7% vs 5.1% p50 cross-node overhead). Thread-local routing with SeqLock achieves 26-41% improvement over round-robin. Per-node sharding provides 3x concurrent Set throughput via lock partitioning. Ablation study isolates each design decision's contribution. Shared-nothing variant defines break-even at ~21 cache misses per operation on Xeon hardware.

C++20NUMASeqLockLock-FreeCachingSystems Research
Architecture & Platform Engineering

Esprit Market (Full-Stack + DevOps)

Challenge: The project needed a scalable architecture and operational discipline in a team setting with inconsistent coding practices and cross-module coupling risk.

Approach: Designed a microservice-inspired modular backend architecture (implemented as a modular monolith due to project constraints), owned SRV and most Common shared layers, and enforced controller-mediated module boundaries. Built and maintained the full DevOps repo and VPS deployment workflow.

Outcome: Improved maintainability and team delivery safety by preserving strict module contracts, while shipping a production-hosted platform on a dedicated VPS with repeatable deployment workflows.

JavaSpring BootAngularKubernetesDevOpsVPS
Game Development

Hubris Engine

Challenge: Needed deeper control over rendering internals and frame pacing than off-the-shelf engines provide.

Approach: Built a custom Vulkan renderer, resource pipeline, and scene loop from scratch while keeping strict project structure, CMake workflows, and dependency hygiene.

Outcome: Produced a reusable graphics foundation and implemented advanced C++ smart-pointer internals with CAS-based promotion and co-allocated control blocks.

C++VulkanCMakeGLSLGame Engine
Migration & Infrastructure

BoosterBC TravelLanda V2 (Go Migration)

Challenge: Backend latency and slowdown issues persisted under supplier load, and the Node.js/REST architecture required 4-7 servers to handle peak traffic with unpredictable performance.

Approach: Proposed and defended migration direction from Node.js/REST to Go and gRPC, using goroutines as the core concurrency strategy. Co-designed migration architecture, selected Ristretto for caching, authored early shared common foundations, and implemented TravelLanda V2 booking lifecycle handlers across two engagement cycles.

Outcome: Reduced production server count from 4-7 down to 1, while establishing a lower-latency architecture with strong operational foundations and measurable runtime gains in targeted flows.

GogRPCMigrationMicroservicesShared LibraryRistretto
Case StudyPrivate (Prod)
Production Backend

BoosterBC Hotel Backend (Room-Packing)

Challenge: Booking paths needed robust room allocation and occupancy-aware matching to avoid supplier-response mismatches and lifecycle inconsistencies.

Approach: Implemented and evolved RoomPacking/classification logic, then reinforced book/confirm/cancel/check-rate edge paths with validation and mapping safeguards.

Outcome: Improved production booking reliability through stronger allocation heuristics, passenger/occupancy checks, and consistency controls across supplier-facing workflows.

Node.jsMongoDBTravel APIRate MatchingProduction
Case StudyPrivate (Prod)
Developer Tools

Scout

Challenge: Local build workflows were slow and repetitive when only a subset of files changed, wasting developer time in both local development and CI/CD pipelines.

Approach: Designed a Go CLI using Cobra with delta tracking, baseline snapshots, and command-based workflows. Scout monitors files and directories, detects changes since the last run, and executes only the tasks that actually need rerunning.

Outcome: Shortened feedback loops by eliminating redundant builds, with planned support for dependency awareness, parallel execution, and compiler/test runner integrations.

GoCobraCLIBuild SystemCI/CD
Libraries & Systems

StreamLine

Challenge: High-throughput stream processing needed a lightweight threading model without heavyweight dependencies or complex build requirements.

Approach: Implemented core synchronization and pipeline primitives in modern C++20 with concepts-based type constraints, a task scheduler, and a small footprint designed for straightforward integration into any C++ project.

Outcome: Provides a reusable, dependency-free foundation for concurrent workflows with clean CMake integration and test coverage across all primitives.

C++20CMakeMultithreadingConcurrencyLibrary
AVAILABILITY

Open for Systems & Backend Work

Available for freelance and full-time work focused on C++, concurrency, and production backend architecture.