I’m a technologist and hardware specialist with a background in high-performance computing systems used for creative, audio, and AI-assisted workflows. My work focuses on understanding how real-world compute constraints—GPUs, memory bandwidth, CPUs, and storage—shape what creators can actually build and run in practice.

Through my work at BuySellRam.com, I’m involved in the secondary market for professional GPUs, server and workstation memory, CPUs, and related infrastructure. Much of this hardware originally comes from data centers, research environments, and production studios, and often continues to be highly relevant for music production, real-time audio processing, generative visuals, and experimental tools built with Max for Live.

I’m particularly interested in the intersection between creative software and modern compute demands—how Max/MSP, Max for Live devices, and real-time systems push hardware in different ways than traditional workloads, and how creators adapt by optimizing, reusing, or repurposing professional-grade components. As AI-assisted audio, procedural generation, and GPU-accelerated workflows become more common, these constraints and trade-offs are becoming part of the creative process itself.

I see hardware reuse and secondary markets not just as a sustainability practice, but as a practical way for artists and developers to access serious compute resources without relying exclusively on new hardware or cloud platforms. I’m here to learn from the Max for Live community, share technical perspectives when useful, and explore how creative tools evolve alongside the infrastructure that powers them.