Development

PREVIOUS PARTNERS

Spark Universe

Starfish Studios

MYTHICAL NETWORK

COBBLEMON ISLANDS

FUNDY

SYSTEM ZEE

DELTA NETWORK

PASTARONIRAVIOLI

Spark Universe • Starfish Studios • MYTHICAL NETWORK • COBBLEMON ISLANDS • FUNDY • SYSTEM ZEE • DELTA NETWORK • PASTARONIRAVIOLI •

Please Note: My professional work is often covered by NDAs, but I'm happy to discuss my design process in detail.

While my projects are built within the Minecraft ecosystem, I treat it as a game engine to create large-scale, systemic experiences. The work detailed here is not about modifying a game - it's about building new ones on a versatile platform. All of the techniques applied to projects in the Minecraft space are equally as applicable to a traditional game engine.

Journey - Minecraft RPG engine tooling

Journey is a comprehensive, open-ended RPG engine I developed to provide Minecraft server teams with a powerful framework for building immersive adventure worlds. The engine is built on a suite of modular, highly customizable systems, including a dynamic quest and task creator, a zone-based rules engine for defining unique regional behaviors, and a robust, data-driven leveling system for creating custom skills and reputation tracks. To enhance the single-player experience within a multiplayer environment, Journey also features per-player instancing for both world structures and unique boss encounters. The engine is designed for extensibility, offering a flexible guild system with land claims and deep integration with other popular server management tools, empowering creators to build truly unique and engaging live-service experiences.

Derf - Ethical LLM powered
co-entertainer

Derf is an advanced, LLM-powered AI stream assistant and entertainer, designed with a primary focus on creating a humanized, engaging, and ethically responsible conversational partner. She is built with a sophisticated architecture that allows her to track multiple conversations simultaneously across different platforms (Twitch, Discord, and direct voice input). Her core capabilities include navigating the web and social media to gather real-time context—particularly within the VTuber sphere—and maintaining a consistent, dynamic personality through a custom "hot state" mood system. A core tenet of the project is ethical AI development; Derf operates exclusively on consensually submitted data, does not train on live inputs to protect user privacy, and is hosted on a custom, low-energy infrastructure designed for eco-friendliness.

Note: The source code to Derf is private but accessible upon request - this is due to the nature of it being involved in my content creation.

VEIL - The tech artist’s dream

Veil is a cutting-edge rendering library I co-develop for the Minecraft modding community across Fabric and NeoForge. The project's goal is to empower creators with advanced visual tools typically found in modern game engines, pushing the boundaries of what's visually possible in the game. Veil introduces a suite of powerful, low-level features, including a flexible parent-child model system for complex animations, a RenderTarget registry for selective shader and post-processing effects, and depth buffer capturing, providing a foundational toolkit for next-generation visual mods.

NDA COVERED SYSTEMS

While my case studies focus on the design process, vision, and player experience, each of these systems was also architected and implemented with a deep technical understanding. As both a designer and developer, I am responsible for ensuring my designs are not only engaging but also feasible, scalable, and robust.

The following provides a brief, NDA-friendly overview of the development considerations for some of these projects.

Expeditions: Procedural Generation & Economic Modeling

The implementation of Expeditions required a robust procedural generation system capable of assembling dungeon layouts from a pool of pre-designed rooms while adhering to logical constraints for difficulty and pacing, in which I advised and aided the implementation of a wavefunction collapse based generation system. On the back-end, the economic stability depended on a carefully modeled data structure that handled the loot tables, ticket pricing, and the "single-choice" reward logic, ensuring the system was both rewarding and resistant to inflation.

Dens: Biome-Aware Logic & Instancing

Technically, the Dens system relied on a biome-aware spawning controller that could dynamically select both the visual theme of the den entrance and the ecological makeup of the creatures within. The instancing was handled to ensure a seamless transition for the player, with internal systems managing the state of harvestable resources and the logic for triggering the rare "alpha" variant encounters based on a weighted probability system.

The temporal anomaly: Server-Wide Event Management

This large-scale project was architected around a central server-wide event manager. This system was designed to track global variables, such as creature population density in specific sub-regions, to trigger the "Anomalous Outbreaks." The 2v1 boss battle required a custom-built party and role-selection UI, along with networking logic to handle the unique state-sharing between the "Vanguard" and "Warden" roles within each duo.

Alembic - a data driven, data-powered elemental combat overhaul

Alembic is a powerful and extensible damage system I created for Minecraft. What began as a personal project to add more dynamic combat effects evolved into a full-fledged, data-driven framework for other mod developers and experience creators. Alembic provides unprecedented control over one of the game's most fundamental systems, allowing creators to design, implement, and balance unique damage types, elemental reactions, and complex status effects, empowering them to build deeper and more intricate combat experiences.

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Worldbuilding & Game Design