DevOps & Cloud · Advanced · 2–3 weeks
GitOps Kubernetes Home Lab
A fully automated Kubernetes cluster where pushing to Git builds, scans, and deploys your apps, with monitoring and alerts built in.
- Terraform
- k3s
- Argo CD
- Helm
- Prometheus
- Grafana
- GitHub Actions
Features
- Infrastructure as code for all VMs or cloud instances
- CI pipeline that builds, scans, and pushes container images
- Argo CD auto-sync from a Git repository
- Grafana dashboards and alert rules
- Secrets managed safely with Sealed Secrets
Bonus: Canary rollouts that roll back automatically when the error rate spikes.
DevOps & Cloud · Intermediate · 1–2 weeks
Distributed Tracing Playground
Three small microservices instrumented end to end, so you can follow a single request across every service with linked logs, metrics, and traces.
- OpenTelemetry
- Docker Compose
- Jaeger or Tempo
- Prometheus
- Grafana
- Loki
Features
- Three services in two languages, instrumented with OpenTelemetry
- Trace context carried through HTTP calls and a message queue
- Dashboards for rate, errors, and duration
- Logs linked to their trace IDs
- SLOs with burn-rate alerts
Bonus: A fault-injection switch that adds latency or errors so viewers can see exactly how problems show up.
DevOps & Cloud · Intermediate · 1–2 weeks
Serverless Media Pipeline on AWS
Upload an image or video and an event-driven pipeline resizes, transcodes, and tags it automatically. All infrastructure is defined in code.
- AWS S3, Lambda, SQS, DynamoDB
- AWS CDK or Terraform
- TypeScript or Python
- GitHub Actions
Features
- Direct uploads using presigned URLs
- S3 events feeding SQS and Lambda, with retries and a dead-letter queue
- Thumbnails and metadata stored in DynamoDB
- Least-privilege IAM roles for every function
- CI/CD that deploys separate dev and prod stages on merge
Bonus: A cost report in the README showing the real cost per 1,000 uploads.
Games · Advanced · 2–3 weeks
Multiplayer Arena with Real Netcode
A fast top-down browser arena game with an authoritative server, client-side prediction, and lag compensation, so it feels smooth even at 150 ms ping.
- TypeScript
- HTML Canvas or Phaser
- Node.js
- WebSockets
Features
- Authoritative server running at a fixed tick rate
- Client-side prediction with server reconciliation
- Entity interpolation for other players
- Lobby and simple matchmaking
- Built-in network simulator with latency and packet-loss sliders
Bonus: A replay system that records inputs and plays back any match deterministically.
Games · Intermediate · 2–3 weeks
Procedural Roguelike with ECS
A turn-based dungeon crawler with procedurally generated levels, built on an entity-component-system architecture.
- Rust + Bevy
- or C# + Godot
- WebAssembly build
Features
- Seeded dungeon generation using BSP or cellular automata
- Entity-component-system architecture for all game objects
- Field of view and A* pathfinding for enemies
- Items, inventory, and save/load
- A playable web build published on itch.io
Bonus: A daily seeded challenge where everyone plays the same dungeon.