Ruslan Akmyradov

Ruslan Akmyradov

University of Maryland at College Park

University of Maryland at College Park

SELECTED WORKS

noogie

Stack: Python, Flask, Python, React, OpenAI API

Best Design @PennApps 2025

A project built to collect, duplicate, cluster, and summarize breaking news stories from across the web to mitigate biases that different news sources give.

noogie automatically fetches articles from major outlets, groups similar stories, and generates concise AI-powered headlines. It helps users see the big picture of what’s happening, filtering the opinions of different news sources.

Link to project.

The Daily Indigest

Stack: Python, Flask, Python, React, Google Gemini, Node.js, Rust, SpacetimeDB

Best Data-Driven Hack @HopHacks 2025

An interactive visualization platform that maps tweets with location data and provides AI-powered trend explanations including sentiment analysis through Gemini API.

Link to project.

Guitar Pedal + Custom Firmware

Stack: GNU Toolchain, Daisy Seed Toolchain, Cmake, C++

I created this guitar pedal for hobby. I used KiCad to create the circuit and the PCB. Additionally, I used SOLIDWORKS to 3D model the enclosure that holds the PCB and the various supporting components (Monitor, Knobs, Keyboard Matrix)

Currently, the firmware is in development.

GAME DEV WORK

Fossil Digging Game

Made in Roblox Studio.

The fossil digging game is super organized in terms of the services that it runs and provides for the user. The main services running in the game are the Data Service, Digging Service, GUI Service, and Effects Service.

The Data Service creates an object that serves as the player's profile and uploads it to a central player database. The server downloads the objects from the database if it finds the specific object based on the Player's ID and serves it. Otherwise a new object is created. All data updates such as new tools, new dug items, and more are handled by the server. The client cannot alter their data unless a call is made to the server and verified.

The Digging Service handles the actual core mechanic of the game. If the user is in a specified dig zone, they are allowed to dig. The handler creates a "rarity path" per each new dig started, where each dig's item rarity is predetermined by randomly by the server. The tool's "luck boost" impacts this rarity path, where the higher it is the more likely you are to get a rare item. This can be seen in the video demonstration, the video shows [1] = "Common", meaning the player is meant to receive a common tier item.

The GUI Service and the Effects Service, as the name suggest serve the player appropriate GUI and Effects based on their context.

Get in touch

Contact: rus.akm21@gmail.com
Linked In
GitHub