I make games and
the things around them.
Both for work and for fun. Right now that's a 2D action-RPG vertical slice, the Unity framework underneath it, and a couple of small tools I built because I needed them.
What I'm building
A 2D action-RPG vertical slice: one complete ~15-minute loop, start to credits, built to prove out the framework underneath it. Hand-authored 8-room dungeon, layered door/lock/puzzle mechanics, saves that survive a full quit.
The game-agnostic Unity framework underneath ClassicRPG. Persistence, async scene transitions, warping, an ability framework, UI stacks, input contexts, and cutscenes. Composition-based, built to lift into the next project.
A local pacing proxy for Claude Code's weekly usage cap: projects whether you'll blow the cap before it resets. Reads the usage logs already on disk, cost-weights them per model, projects the trend.
A standalone, engine-agnostic placeholder-SFX generator. Spec in, deterministic .wav out. Shipped as a dep-free .NET CLI.
Devlog
What I work with
- Unity 6 (6000.3.11f1)
- URP
- 2D
- C# (Java now and then)
- Addressables
- Input System
- Cinemachine
- FL Studio · chiptunes
- SfxKit · placeholder synth
- NovelAI
- Claude Code
- Unity MCP
- macOS
- PC
- Mac
- Anbernic
- Retroid
- Miyoo
Get in touch
Open to contract work, collaboration, or a good question about the framework. Plain prose is fine.