I design and implement scripting layers in Umka — a statically typed embedded scripting language with Go-like syntax and automatic memory management. If you're building a game engine, simulation, or any native application that needs safe, fast, hot-reloadable logic without a heavy runtime, this is exactly my work. A typical project result: clean Umka integration into your C or C++ host. I hook up the interpreter, expose engine functions to scripts, marshal structs and slices across the boundary, and wire bidirectional calls so designers can tweak gameplay without recompiling. Since Umka is statically typed, I catch at compile time entire classes of errors that dynamic scripting would drag into runtime, and automatic memory management frees gameplay code from manual reference accounting. I also apply Umka for structured configs and data-driven content: its Go-like syntax reads well even to non-programmer team members. Across several projects I've assembled binding generators, module loaders, sandbox rules, and error bridges that return script stacks to the host log. Each project arrives with documented API, example scripts, a small test harness, and build notes. Tell me about your host, target platform, and how scripts should hook into the update loop — I'll propose concrete architecture and timelines.