Minecraft Bedrock Game Developer

Sony Hermawan

I design and implement Minecraft Bedrock add-ons with TypeScript, Script API, JSON UI, entity behavior, and progression systems.

Highlighted Projects

Project 01

Create Your Own Painting

Bedrock Game Developer, Game Designer

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.

TypeScript Script API JSON UI Dynamic Properties Camera Systems Particle Rendering

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.

TypeScript Script API Regolith/RGL JSON UI Entity AI
View code

Gameplay proof

Visual assets currently use placeholders.
Project 03

Name Tag++

Bedrock Game Developer, Game Designer

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.

TypeScript Script API Regolith/RGL JSON UI Data Driven Entities Entity AI
View code

Gameplay proof

Visual assets currently use placeholders.
Project 04

100 Days: One Block

Bedrock Game Developer

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.

TypeScript Script API Regolith/RGL Entity AI Animation Animation Controller

Gameplay proof

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 4 GDScript Gameplay Prototyping Narrative Systems

Work in progress: current evidence is early screenshots. Future updates can show puzzle prototypes, dialogue flow, scene iteration, and playable exploration.

Early screenshots

False Horizon screenshot showing an early top-down RPG scene False Horizon screenshot showing a second early RPG environment