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Violet and white particles form a luminous ribbon in murmuration.
AJSoftware engineer

Software engineer at Notable HealthBay Area, California

AJ Uppal

Games, instruments
and browser experiments.

murmuration · audio in lightFrom the app

At work / Notable Health

Voice and
conversations.

Software Engineer · August 2022–present

The work at Notable

I work on Notable’s voice and conversations platform, which handles around 250,000 patient calls a month.

My work includes caller verification, call routing, transfers and monitoring. I wrote the inbound SIP integration specification used by health systems to connect their phone systems to the platform.

01 Caller verification Patient lookup & SMS codes02 Call routing Carriers & transfers03 Reliability Monitoring & fallback routing

Before Notable

Earlier work.

Before Notable, I worked on financial software, teaching tools and physics research.

  1. 2021–2022

    Harvest Fintech

    Software Architect & Engineer

    I worked on the backend and data model for a mobile financial product, using Flask, React Native and PostgreSQL.

  2. 2021–2022

    UMass Amherst

    Student Software Developer

    I replaced a legacy WordPress and JSON system with an Express, React and PostgreSQL application supporting teaching across 20+ courses and 1,000 students.

  3. 2020

    The Arena

    Software Engineering Intern

    I built and deployed a React platform on Google Cloud to help students from non-traditional backgrounds discover careers and programs.

  4. 2019–2020

    UMass Amherst

    Research Assistant

    I simulated fluid dynamics for CO₂ cooling in particle physics detectors.

Personal projects

Games and
experiments.

Some of my browser projects. Open one to try it, or read about how it works.10 selected projects

A sailboat crossing sunlit water in Saltline. 01 / Simulation / multiplayer

saltline

Live

Sailing with wind, cargo and other players.

My work / Sailing model · renderer · multiplayer

Point of sail determines thrust. The HUD shows relative wind, heel and velocity toward the mark.

Accounts, persistent cargo, up to 20 players per sea.

Violet and white ribbons of music-driven particles in Murmuration. 02 / Audio / WebGPU

murmuration

Live

Music mapped to particles.

My work / Audio analysis · WebGPU renderer

Pitch, tempo, transients and stereo position shape the particles. Quiet passages thin and slow the field.

620k particles · 8.07ms GPU time at 1800 × 3043

A Wanderer walking through the voxel village and fields of the Hearthvale in Ember Wilds. 03 / Voxel MMORPG

Ember Wilds

Live

A multiplayer voxel RPG.

My work / Design · client · authoritative realm service

The browser renders. A separate realm service owns quests, loot and combat, so everyone inhabits the same world.

Seven regions. Up to 64 players in a realm.

Towers defending the waterways and roads of Tidereach in Blockhold. 04 / Voxel tower defense

Blockhold

Live

Tower defense across ten maps.

My work / Voxel modeler · fixed-step simulation · balance

Ten maps share a fixed 60Hz simulation. Later boards change line of sight, move a firestorm or close the roads you planned around.

249 authored waves, three heroes and an endless mode.

Numbered tiles spread across the three layers of Cubit. 05 / Game / interaction

Cubit

Live

2048 in three dimensions.

My work / Engine · renderer · input · sound

Swipes follow the cube’s projected axes. Spreading its layers reveals the tiles inside.

Six slide directions, local saves and a single HTML file.

The Angle challenge in Eyeshot, with a coral arm and a 64-degree target. 06 / Game / daily tests

Eyeshot

Live

Five daily visual challenges.

My work / Interaction design · scoring · server & leaderboard

Everyone gets the same five visual tests. The server rescores the raw input with the same logic as the browser, so the leaderboard compares the same thing.

Five daily tests. A shared leaderboard. Live at eyeshot.app.

Boundary’s floodlit cricket ground, seen from behind the batter. 07 / Cricket game

Boundary

Live

Bat, bowl and run between the wickets.

My work / Game design · fixed-step simulation · Three.js · PWA

The ball, fielders and both batters share a fixed-step simulation. Runs count when both batters reach their creases.

Offline solo play and private online matches.

The Sparrow facing an icy planet against a star-filled sky in Voidreach. 08 / Game

Voidreach

Live

Spaceflight through 64 generated star systems.

My work / Flight · procedural geometry · browser rendering

The solo build generates visible ships, stations and worlds in the browser, with a separate multiplayer service sharing the same procedural approach.

A playable solo edition with 64 generated star systems.

A fresh Arcanist in Cindermeadow, with creatures, projectiles and the equipment panel visible. 09 / Cooperative RPG

Bring Something Home

Live

Cooperative expeditions where loot has to make it home.

My work / Game design · client · authoritative realm · persistence

The browser predicts movement while one realm resolves hits, rewards and death; inventory outcomes are saved atomically.

A live cooperative realm with personal loot, persistent upgrades and expedition recaps.

A cyan ship and a hostile drone beside a blue planet in Voidborne Online. 10 / Space RPG

Voidborne Online

Live

Space combat across seven connected sectors.

My work / Flight HUD · combat loop · contracts · pilot progression

A Node WebSocket service owns enemies, missions, rewards and pilot records while the browser renders flight and shared sector snapshots.

Seven connected sectors, persistent pilots, shared PvE and opt-in pilot combat in the live alpha.

More projects

A few more projects.

4 more games, tools and experiments.

Audio / instrumentLive

BeatLayer

Add synthesized drums to a guitar recording, with beat tracking and audio export.

ToyLive

AI Wrapped

Turn a chat export into statistics and shareable cards. The data stays in the browser.

InstrumentLive

Roomtone

Scan a room’s colors and turn its palette into a five-note chord.

SimulationLive

Slipstream

Draw shapes and explore the flow around them in a 2D browser wind tunnel.

Explore the full collection

About me

A little
about me.

I studied computer science and astrophysics at UMass Amherst. My research there focused on simulations of CO₂ cooling for particle detectors.

Away from the keyboard, I grow heirloom tomatoes, ride bikes and listen to Pink Floyd. I’ve wanted to be an astronaut since I was four.

Education

Computer Science & Astrophysics

University of Massachusetts Amherst · 2022

Dean’s List · Honors thesis
Languages & interfaces
Python · TypeScript · React
Services & data
Node.js · PostgreSQL · Temporal
Infrastructure
GCP · Kubernetes · Terraform