Work

Everything I've built

Featured projects have full case studies. Earlier work is kept here as a record of how I got here.

Featured & in progress

The Eldren development website: "Enter a Persistent Fantasy World" over concept art of a violet-lit fantasy city.

Planning & design Games · Web

Eldren

A planned persistent, browser-based fantasy world. The game is still being designed; its development site is real, built in WordPress and Elementor with an MCP-assisted agentic workflow.

  • WordPress
  • Elementor
  • MCP

Earlier work

Impossible Ultraviolet gameplay: several heroes fighting a swarm of enemies on the first level.

2020 – present Games

Impossible Ultraviolet

A long-running cooperative StarCraft dungeon crawler with 21 playable heroes, randomized encounters and five difficulty levels.

Up to six players fight through five increasingly difficult levels of randomly generated enemies, growing their heroes along the way. Each of the 21 heroes has unique abilities and upgrade paths, and victories award codes that unlock bonus features in later games. The series has grown across four releases (UV1–UV4), each adding mechanics and balance changes shaped by player feedback, and has an active community with its own Discord and wiki.

  • Systems design
  • Event-driven scripting
  • Balancing
  • Multiplayer design

Freelance Games

NFL Blitz StarCraft Map

Paid freelance work reviving a legacy StarCraft map: recovering lost code context, refactoring, adding features and fixing long-standing bugs.

The latest version of the map had been stripped of all comments and notes. I recovered that context from older versions so the code was readable again, then reworked nearly every system, added new features and mechanics, and fixed long-standing bugs. The map's league still plays the updated version in organized games.

  • Legacy code
  • Refactoring
  • Debugging
  • Game scripting

Personal Automation · Games

NGU Idle Automation Toolkit

An AutoHotkey toolkit that reads game state and runs optimized progression loops, built within the game's explicit support for scripting.

Conditional flows, state detection and dynamic UI interaction let the toolkit adapt as the game changes, including a lightweight autonomous loop for rebirth cycles. It was refined over many iterations for reliable long-running operation.

  • AutoHotkey
  • State-based logic
  • Error handling