DevOps Engineer
building products from browser to cloud infrastructure.
I'm Madushan Samayasivam — a DevOps Engineer practitioner based in Sri Lanka.
I started in the browser: Three.js environments, perceptual hashing engines, Canvas-based game systems.
Now I'm pushing into the stack below the application layer —
containerising services with Docker, wiring CI/CD pipelines, deploying to AWS.
My work sits at the intersection of engineering precision and visual
storytelling. ImageSync was built to solve a real NGO field problem. Helapidi ships with zero install.
ContainerDrop runs on EC2. I don't stop at "it works on my machine."
Reading for the Higher National Diploma in Information Technology. Building strong foundations in software engineering, web technologies, database systems, and object-oriented programming while pursuing independent creative development projects alongside academic work.
Completed Advanced Level examinations in the Engineering Technology stream, building a strong analytical and technical foundation that directly shaped my path into software development and frontend engineering.
Completed Ordinary Level examinations through Tamil medium.
ImageSync started from a real KFHI field problem: hundreds of child photos from KoBoToolbox surveys needed to be matched and renamed against reference images — manually, one by one. That was clearly broken. I decided to build a browser-native tool that could do it in bulk, instantly, with no server.
Manual photo matching in NGO fieldwork. Time cost: hours per session. Error rate: high.
Evaluated MD5, pHash, dHash, and DCT perceptual hashing. DCT won for robustness against compression artifacts.
Moved hashing to Web Worker thread to prevent UI blocking. Binary search compression for output sizing.
Obsidian Studio aesthetic — premium dark theme, drag-and-drop zones, confidence score visualization.
Reduced photo-matching time from hours to minutes. Zero backend required. Used in live KFHI field operations. Full browser — works offline.
Built for APOGEE GameJam 2026 (BITS Pilani × Postman). The constraint: make a horror game using only document-processing mechanics. No monsters, no jumpscares. Just decisions that compound into silence. The horror is the logic.
48-hour jam. Theme: "The Operator." Built the concept around bureaucratic horror and the Milgram experiment.
12 turns. Curator arc. Mirror Finale. Memory Quarantine mechanic. Every choice has a cascading consequence.
Single-file HTML. Web Audio API for ambient sound. Surveillance camera animations. Phase 3 visual distortion effects.
Added player name personalization, animated cameras, complete sound system rebuild, and enhanced Phase 3 effects post-jam.
Completed psychological horror experience in a single HTML file. Demonstrates narrative design, audio engineering, and UX storytelling beyond typical game jam entries.
The premise was simple: what if a Sri Lankan-inspired multiplayer shooter ran entirely in the browser — no Unity, no install, no account? Just open the tab and play with someone next to you. Proving that browser games can have real multiplayer depth.
Chose vanilla JavaScript over frameworks. Canvas API for rendering. Delta-time physics for frame-rate independence.
Local multiplayer first — removes backend latency. Designed keyboard layouts for two players on one keyboard.
Hēlapidi references traditional Sri Lankan string games. Visual identity and character design reflect this heritage.
Refactored from monolithic script to 18 ES6 modules. Also ported core mechanics to Unity/C# with Netcode for GameObjects.
Flagship studio project demonstrating multiplayer systems, game loop engineering, and cultural product positioning — all in a zero-install browser experience.
I'm currently open to DevOps engineering roles, cloud infrastructure internships, frontend engineering contracts, and remote work globally. If you have something interesting — a pipeline to build, a system to containerise, an interface to engineer — I want to hear about it.