Jose Silva

Jose Silva

“Gordo” · Software Engineer

I like building systems that show their work — a course planner that derives every recommendation from a constraint solver instead of guessing, a crawler that catches real change by hashing pages rather than trusting a timestamp.

I'm studying computer science at the University of Michigan, and right now I'm a software development intern at Leidos, working on the frontend of enterprise applications and supporting AI-assisted workflows.

Open to 2026 & 2027 internships Severna Park, MD

Where I'm studying

Aug 2024 — May 2028 Ann Arbor, MI

University of Michigan

B.S.E. Computer Science · Michigan LEAD Scholar

  • Coursework in data structures and algorithms, computer security, computer organization, software engineering, data-oriented programming, and web accessibility.
  • Mathematics through linear algebra, multivariable calculus, and honors statistics and data analysis.

Where I've worked

May 2026 — Present Bethesda, MD

Leidos

Software Development Intern

  • Enhance enterprise Angular and TypeScript applications serving 10,000+ monthly users, shipping requested features and resolving production issues in existing components.
  • Build frontend functionality and integrate backend services for an AI-powered assistant inside a flagship enterprise application, delivering intelligent user workflows.
  • Develop Spring Boot REST APIs against datastores managing billions of records, on AWS (EC2, S3, IAM), collaborating across teams in an Agile environment.
Angular TypeScript Spring Boot Java AWS
Jan 2026 — May 2026 Stuart, FL · Remote

Round 2 Ai

Software Development Intern

  • Engineered 100+ PostgreSQL views denormalizing relational customer, vendor, invoice, and financial data into shapes the frontend could query for analytics and reporting.
  • Built a real-time analytics dashboard in React and TypeScript with 12+ interactive visualizations surfacing key business metrics.
  • Optimized SQL queries and worked directly with engineers and beta clients — running demos and translating feedback into production-ready MVP features.
PostgreSQL React TypeScript SQL
Sep 2023 — Jul 2024 Fort Meade, MD

National Security Agency

Technology Intern

  • Supported senior executive staff in a TS/SCI environment — coordinating schedules, securing conference space, and organizing directorate-wide town halls.
  • Built an internal workflow that streamlined email management, improving communication efficiency by over 25%.
  • Completed a Full Scope Polygraph investigation during tenure.

Things I've built

Co-founder Live · semestra.ai

Semestra.ai

AI course advising, without the hallucinations

30+Colleges live
29,000+Courses indexed
4Catalog vendors
  • Built a vendor-adapter ingestion layer that normalizes catalogs from CourseLeaf, Acalog, Kuali, and Banner into a single validated schema, cross-checking extractions against live schedule feeds to flag conflicts rather than guess.
  • Modeled degree requirements and prerequisite logic as a constraint satisfaction problem solved with OR-Tools CP-SAT — every multi-semester plan ships with a derivation for each recommendation, which eliminates hallucinated course suggestions outright.
TypeScript Next.js React OR-Tools (CP-SAT) PostgreSQL Supabase Vercel
Personal Python

Research & Publication Aggregator

Change detection across ~200 research sites

  • Built a configurable monitoring system that scrapes nearly 200 university research sites and Google Scholar profiles, detecting new publications via SHA-256 page hashing with JSON-persisted snapshots and duplicate detection.
  • Kept multi-site crawling stable at scale with request throttling and structured logging.
  • Assembled an aggregation pipeline that extracts page content, generates summaries with the Claude API, and consolidates new research into HTML and plaintext email digests.
Python Claude API BeautifulSoup Requests SMTP
Fall 2026 Solo · Unity

Shiftmates

A puzzle-platformer where only one coworker moves through time

  • Designed a two-body mechanic in which only the worker you're driving moves through time. Switch, and the other falls asleep exactly where they are — mid-jump, if that's where you left them — becoming a solid platform to stand on and leap from. Wake them and they finish the same arc at the same speed, as though no time had passed. Get either one into the elevator to clear the level.
  • Specified a freeze that locks a worker's body in place while keeping it collidable, rather than switching physics off and dropping them through the floor. Stored the exact velocity and restored it on waking in a particular order, so the engine doesn't quietly zero it out — that ordering is what makes "no time passed" hold up in midair.
  • Tuned a movement controller that accelerates toward a target speed instead of setting speed straight from the keys, so a worker woken mid-flight gets steered rather than wiped. Layered in the forgivenesses players feel without noticing: variable jump height, coyote time (a brief grace period to still jump just after walking off a ledge) and a jump buffer (a jump pressed a moment before landing still fires).
  • Structured the systems around a publish/subscribe event bus — worker switched, button pressed, level complete, worker died — so nothing references anything else directly, and paired buttons to barriers by channel number so a single level can run several independent puzzles at once. Shipped nine single-screen levels across 13 single-purpose C# scripts and 7 reusable prefabs.
  • Themed every element as office furniture doing a platformer's job: paperclip-chain barriers held open by a red button, staple guns that slam shut and fire a fatal staple, and pen platforms that slide back and forth. Kept the rules consistent rather than convenient — staples kill a sleeping worker too, so freezing is never a shield, and a pen platform refuses to carry one, leaving them hanging as it slides out from under them.

Unsigned builds. On macOS, right-click the app and choose Open the first time — Gatekeeper blocks a plain double-click.

Controls

Move
AD/←→
Jump
W/↑·tap to hop, hold for height
Switch worker
Spacebar
Restart level
R
Unity C# 2D Physics Game Design Level Design
Fall 2026 Team of 3 · Unity

Metroid (NES), Rebuilt from Scratch

Weapon systems · authenticity parity · bug triage

  • Recreated the 1986 NES original in Unity and C# with a three-person team, working from some of the game's original assets. Every system behind them — movement, weapons, enemies, world state — was written from scratch against observed behavior.
  • Implemented the core weapon logic: beam and missile firing, mode switching with HUD events, and the projectile lifecycle. Rate of fire is gated the way the original gates it — a three-shot on-screen cap shared across beams and missiles, so you cannot fire again until an earlier shot expires or connects.
  • Ran authenticity checks against the NES game and tuned behavior in its units rather than approximations: the default beam travels a third of a screen, the Long Beam flies until it leaves the view, and missiles cross the full screen at a slower speed than the beam.
  • Owned bug testing and fixes across the team's systems through to the gold build.
  • Shipped an original level with the team, built around a custom grappling hook that fires straight up, carries the player along the rope, and swings to build horizontal momentum — with metal tiles that refuse the hook, to make players read the environment.

Unsigned builds. On macOS, right-click the app and choose Open the first time — Gatekeeper blocks a plain double-click.

Controls

Move
Arrow keys/WASD
Jump
Z/,
Fire weapon
X/.
Switch weapons
Spacebar
God mode
1·debug
Custom level
4·the grapple-hook level
Unity C# Game Dev Playtesting

What I work with

Languages
C++ · Java · Python · TypeScript · JavaScript · SQL · C · Bash
Frameworks
React · Next.js · Node.js · Angular · Spring Boot · OR-Tools (CP-SAT) · Tailwind CSS
Tools
Git · AWS · Docker · PostgreSQL · Supabase · Vercel · Claude Code & API · Linux · Replicate