Hi, I'm Kyle.

I transform real-world data into intelligent systems.

Notice

Focused on academics & career. Commissions closed indefinitely.

5+

Production-ready projects

70,000+

People living easier

3

Core programming languages

5

Years of real world problem solving

Hi, I'm Kyle.

I transform real-world data into intelligent systems.

Notice

Focused on academics & career. Commissions closed indefinitely.

Kyle Dudley

Junior EE Student

Texas A&M University

Hi, I'm Kyle.

I transform real-world data into intelligent systems.

Notice

Focused on academics & career. Commissions closed indefinitely.

Kyle Dudley

Junior EE Student

Texas A&M University

Artemis

Artemis Anticheat is a commercial Minecraft anti-cheat solution supporting versions 1.8 through 1.12, developed by a team of 10 industry veterans. Built for precision and depth, Artemis pushed the boundaries of detection capability at a time when the industry standard tolerated significant false negatives and imprecise thresholds. I contributed to Artemis as one of the core developers, authoring key detections and supporting conceptual and optimization work across the project.

LINKS

ROLE

Software Engineer

PROBLEM

Most anti-cheat solutions historically relied on coarse thresholds and loose behavioral models, often allowing subtle cheats to pass undetected. Reach checks at 3.3 blocks were the norm, and rotation-based detections lacked the resolution to detect aim assists with human-like patterns. Additionally, there was no reliable system for validating server-side player movement input, limiting detection accuracy.

Artemis was designed to change that by making high-precision detection the baseline, and introducing novel systems to verify and analyze both movement and aim behavior at scale.

RESULTS

Standardized 3.01 reach detection, reducing detection tolerance by ~90% from the 3.3 industry norm

Implemented perfect entity tracking and aim protocol reversals, enabling robust aimbot detection across multiple modules

Contributed 2 core detection checks and co-developed numerous optimizations with a 2-10 person team over the project's lifespan

ROLE

Software Engineer

PROBLEM

Most anti-cheat solutions historically relied on coarse thresholds and loose behavioral models, often allowing subtle cheats to pass undetected. Reach checks at 3.3 blocks were the norm, and rotation-based detections lacked the resolution to detect aim assists with human-like patterns. Additionally, there was no reliable system for validating server-side player movement input, limiting detection accuracy.

Artemis was designed to change that by making high-precision detection the baseline, and introducing novel systems to verify and analyze both movement and aim behavior at scale.

RESULTS

Standardized 3.01 reach detection, reducing detection tolerance by ~90% from the 3.3 industry norm

Implemented perfect entity tracking and aim protocol reversals, enabling robust aimbot detection across multiple modules

Contributed 2 core detection checks and co-developed numerous optimizations with a 2-10 person team over the project's lifespan

Detecting what others missed

Artemis wasn’t created to be another generic anti-cheat, it was built for the edge cases, the subtle cheats, and the players who knew how to stay under the radar. We obsessed over the little things: the half-pixel of extra reach, the slightly-too-smooth flick, the player who always moved just a bit too perfectly. Artemis aimed not just to catch blatant cheating, but to close the gap between “almost legit” and “undetectable.”

Team effort behind the success

While Artemis shipped as a commercial product, it was powered by a passionate, tight-knit team of developers who weren’t just writing code, we were pushing each other to rethink what detection could look like. From brainstorming check logic in late-night Discord calls to implementing full protocol reversals, it was a project driven by curiosity as much as by competition. I contributed not only code, but design input, tuning insights, and a constant push for precision across the detection pipeline.

Evolving with the cheat industry

As cheats got smarter, Artemis adapted. Whether it was detecting rotational smoothing algorithms, intercepting aim-assist bias, or verifying movements that looked too perfect to be human, the goal was always the same: keep the detection ceiling one step ahead. The challenge wasn’t just building detections, it was keeping them relevant in an environment where cheating was always evolving. Artemis wasn’t perfect, but it raised the bar for what "detection" meant in Minecraft PvP.