Playground
Game prototypes, small tools and experiments. This is where I test ideas before they earn a brief.
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16 recorded syllables mapped to pitch and tone, with per-word modulation for cadence. A procedural voice that tracks text rhythm without sounding random. Personality over realism.
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A dungeon prototype where the dead are your toolkit. Possess fallen bodies and fight as them, trading one borrowed shell for the next.
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Families hire you to recover loved ones lost in a dungeon. You bring the bodies home one piece at a time, a delivery job with a grim twist.
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An idle game built around an automated, atmospheric loop. The character explores, gathers, fights, and camps on their own. You step in for small choices, but it's meant to feel calm, not demanding.
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A two-weekend tool for timestamped YouTube notes. Quick-tag key moments, color-code, share. Shipped on Tailwind + Supabase, 10–50 weekly users from study-group subreddits.
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A Godot project for teaching myself game AI. Started with state machines, then decision trees. Ended with several character AIs and a boss AI fighting each other on their own logic paths.
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Started as a dialogue-system test, then grew into a sandbox with A* pathfinding, day/night cycles, and camera controls. Not a game, just a place to see how the systems fit together.
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One of my first Godot projects. Chests, keys, rewards. The goal was learning the fundamentals: signals, collisions, state, and basic inventory handling.
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A clothing brand I designed and built from the ground up. Apparel that lets you wear your hobbies proudly while staying comfortable. Generative tile patterns, sourced fabrics, photographed on my own.
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Started sculpting with no background. YouTube tutorials, white Sculpey, shaved-pastel colors. First one was a hamburger. Several more since, each one a small skill check.
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Tried the kitbashing trend with my kids' old toys and trash. Built a robot from the pieces, half junk-drawer, half scrap-yard sculpture.