The loop: players create pixel art directly inside Minecraft with brushes, erasers, an
eyedropper, adjustable brush sizes, and over 16 million RGB colors. Finished artwork can be named,
saved, restored for editing, or displayed in custom wall frames.
My work: built a TypeScript painting system that turns player block hits into a 16x16
wall canvas. It supports custom RGB colors, adjustable brushes, erasers, an eyedropper, and
particle-rendered pixels. I also implemented named artwork saves using dynamic properties, camera and
hotbar-managed painting sessions, custom JSON UI, editable canvas restoration and framed displays.
Work in progress: the gameplay demo is public, while source code is still being prepared
for release.
Gameplay proof
Project 02
The Wheel's Horror
Bedrock Game Developer, Game Designer
The loop: a survival horror add-on that turns normal Minecraft routines into timed
panic.
A player receives a target item, races a countdown, then faces The Wheel if they fail.
My work: TypeScript systems for timed objectives, progression gated item pools, random
anomaly events, guidebook and settings UI, and entity behavior. The chase system tracks, repositions,
disrupts escape blocks, and reacts to movement states like swimming and crawling.
The loop: a progression system that expands the vanilla Name Tag. Players rename
special
tags, apply them to compatible mobs, discover companions, fight stronger enemies, and craft higher tier
tags across five tiers.
My work: TypeScript gameplay pipeline for name driven entity transformations, guidebook
onboarding, custom entity replacement, companion taming, combat abilities, loot progression, and boss
behavior across Script API and behavior pack entities.
TypeScriptScript APIRegolith/RGLJSON UIData Driven EntitiesEntity AI
The loop: a private Bedrock survival challenge where players start from a single block,
expand through themed infinite block zones, survive scheduled raids, and fight milestone bosses on days
25, 50, 75, and 100.
My work: TypeScript systems for infinite block progression, weighted drops, scheduled
raids, milestone boss encounters, reward items, custom weapons, rideable dragon flight, and animation
driven mob behavior.
Source code is private because the project includes studio owned assets. Public proof is
shown through the gameplay demo.
Project 05
False Horizon
Godot Game Developer, Game Designer
The loop: a story driven top-down RPG about friendship, distance, starting over, and
strange moments that interrupt a bright city life. Elara leaves Selene for Terranova, then finds stress,
memory, and maybe anomalies following her.
My work: concept, story structure, visual direction, early Godot prototype direction,
concept art, and game assets.
Godot 4GDScriptGameplay PrototypingNarrative Systems
Work in progress: current evidence is early screenshots. Future updates can show puzzle prototypes,
dialogue flow, scene iteration, and playable exploration.