Games and prototypes
Complete games, playable builds, rapid prototypes, professional simulations, and named project overviews.
Chthonic Caretaker: Body Disposal Life Sim
A night-work life sim about illegally burying supernatural bodies, managing investigators, and building a cemetery empire.
Fizzkrieg: Soda Tactical Warfare
Hex-grid tower defense where soda ammunition types, pest ecology, and HFCS scarcity economics create layered tactical decisions.
Soulforger (Irmos Care): Soul-Raising Simulation
A tamagotchi-style soul-raising game with procedural creature generation, karmic debt, and PICK stat computation from care history.
Monologue Erosion: Cognitive Horror Character Study
A one-page LARP and character study micro-game from the Wall of Self system. Explores character decomposition and cognitive dissonance.
Anchor & Void System: Zero-Gravity Engine
A specialized zero-gravity 'engine' for tabletop games. A technical guide for playing with zero-g mechanics, I/E/U environment frameworks, and momentum management.
Eros Flight: The Erotes Simulator
Game design architecture detailing the systemic generation of NPCs, dynamic love styles, sanity mechanics, and the matchmaking simulation of a literal Cupid.
Data Division (Professional Work)
Professional case study and systems overview for Data Division: an immersive-learning drone operations and extraction prototype developed for GRX Immersive Labs.
UI Controller: Contextual HUD Rendering
A shared diegetic UI controller for contextual HUD transitions across Project Longbow and Data Division.
BITPICKE: Low-Level TTRPG Engine
A complete TTRPG system implemented in x86 assembly. Features character creation, a custom DSL, complex math for 2D/3D vectors, and an attribute-influenced IK solver.
Castles Burning In The Night: Siege-Type Run
A tactical siege scenario built on the PICK+E engine for the APPX-N JAM. Focuses on squad-based infiltration and high-stakes defense.
Project Longbow: Core Systems Architecture
Game design logic for diegetic wearable/tablet UI, faction AI, Opsive integration, the Nexus Portal, and tactical deployments in Project Longbow.
Syntax (Occult Hangman): Binary Hangman Systems
A hangman game where you guess letters by typing their ASCII binary representation, wrapped in a VoidOS boot sequence and decryption progression system.
Interplay Learning: Crafting Immersive HVAC Simulations
Professional simulation design work: building no-code VR training sims for HVAC diagnostics, from LED state machines to ghost-asset blink hacks.
Vile Escape: Capstone Contributions
Contributions to a 7-designer capstone zombie apocalypse top-down shooter: road level content, encounter pacing, a modular quest state machine, and supporting mechanics.
Void Installer: 4X Drain Test
A space station tech-janitor prototype exploring multi-resource drain systems, shield economics, and supernatural event pressure.
Mechanics and systems
Focused breakdowns of loops, managers, mechanics, UI, game AI, architecture, and implementation decisions.
Simulated Transfer Interface Kit (STIK): Physical Data Theft Mechanics
Game design logic for handling immersive, physics-based data transfer, interruption penalties, and physical item states.
Extraction & Infiltration Systems: The Tension of the Tether
Game design logic for handling immersive deployment and extraction timers within Data Division's mission structure.
Shop System: Logistics and Drop-offs
Game design logic for handling in-game economies, vendor markups, and physical delivery mechanics.
Game Modes: Dynamic Activities, Trials, and Elimination
Game design logic for handling in-world activities such as target practice, time trials, and elimination-mode bot fighting in Data Division.
Pixelshifting System: Drone-Visible Alternate-State Objects
Professional game design documentation for pixelshifted objects, drone-only visibility, and cross-reality collectable logic in Data Division.
Item and Trader System: Collectables, Flashdrives, and Factional Value
Professional game design documentation for the modular item architecture, Flashdrive utility items, and trader keyword logic in Data Division.
Bot and Drone System: Custom Flight Logic and Asset Integration
Professional game design documentation for BotManager, BotData, Drone integration, and the custom logic layered over a third-party controller in Data Division.
Interactive Tablet UI: Diegetic Menus
Game design logic for handling in-world diegetic tablets and UI state management.
Player Data and Dependent Systems: Groundwork Architecture
Professional game design documentation for PlayerData and the dependent systems stack that supported Data Division.
Level Manager System: LevelData, Scene Staging, and Venue Selection
Professional game design documentation for LevelManager, LevelData, scene initialization stages, and map-driven venue selection in Data Division.
Terminal Interfacing System: Brute-Force Access, Printing, and Data Capture
Professional game design documentation for terminal access, thumb-drive downloads, printing, and diegetic device connections in Data Division.
Inventory System: Managing Physicality and Weight
Game design logic for handling immersive player inventories, heavy items, and weapon controller integration.
Configuration Solvers: Arcane Casting Rules
Rules for using mechanical and combinatorial configuration solvers to channel arcane energy. A tactile, puzzle-based magic system.
Biomechanical Puzzle: Sequence Equalizer
A turn-limited numerical puzzle system for 'blood repair' or 'DNA drain' mechanics, using hexagon partitions and dynamic lattices.
Dueling: Parity-Based Contest Rules
A fast, non-lethal contest mechanic built on simultaneous dice parity and HP-scaled die sizes. Features refined rules from BITPICKE iteration testing.
Other
Data Workbench System: Processing, Synthesis, and Information Flow
Professional game design documentation for the workstation, GPUs, flashdrives, databases, and data synthesis loop in Data Division.
Interactive tools