Gameplay & Systems · Graphics & Runtime · Developer Tools | JavaScript/TypeScript · C# · C++ · Rust
I build software around games, from gameplay systems and real-time graphics to developer tools and performance-sensitive applications. My work spans both web and native environments, often crossing engine, runtime, and tooling boundaries.
I also run Dragon Refuge, where I work with studios and independent developers on games, plugins, tools, and custom software.
- Gameplay & Systems: mechanics, movement and collision, UI systems, plugins, integrations, and game-specific tooling
- Graphics & Runtime: PixiJS, WebGL, WebAssembly, rendering/runtime integrations, animation systems, and performance work
- Tools & Systems: desktop applications, binary formats, debugging workflows, reverse engineering, and developer tooling
- Open Source: libraries, compatibility work, tooling, and contributions to game-development projects
2D collision, spatial queries, navigation, and crowd steering built around cute_c2 and WebAssembly.
Desktop workspace for binary inspection and live-memory tooling, with typed searches, reversible patches, and GDB RSP support.
Spine 4.3 runtime support adapted for PixiJS 6.5, covering animation, assets, physics, and TypeScript integration.
Game-data inspection and editing tools for Mario & Luigi: Superstar Saga, built around reverse-engineered formats and workflows.
Languages
Game & Graphics
Runtime & Tooling