Self, 'OC'
Bespoke in-house image/metadata generator built on Python, utilising PIL/Pillow Image Library. Designed for flexible extendability to cater for collaborative needs. Additional tooling for color processing, palette standardization, tensor-based pixel cleanup, regenerating from metadata and 'cleaning' metadata for market release.
Self
Idea exploration project for new autobattler simulation engine, 'atomicizing' traditional RPG attributes - taking formula for Unit 'ID' from Football Manager engine, reflavoured for RPG fantasy. Utilising typescript, designed with Fable 5, codex-5.5, sonnet-5 for attribute mapping and formula discovery.
Self
Terminal-based/MUD game prototype, text-first with rich embedded assets, including a companion generative-art builder app used in-game and deployed live on Vercel. Built with JavaScript, Node.js, and Vercel.
Self
Card game prototype design for lightweight browser game, prepared in Defold utilising Lua and defold native extensions. Modelled after Final Fantasy 'Triple Triad' game rules, bespoke card art, UI elements and game rules integrated.
Self
Autobattler simulation engine server and client prepared for browser native game, utilising phaser.js, typescript serverside and mongoDB cloud deployment for lightweight json handling - directories generated according to ethereum addresses as keys for storage and session IDs.
Self
React-based 3D model viewer built for embedding as a lightweight app inside Web3 marketplaces, with interactive camera controls and asset loading. Built with React, React Three Fiber, and Drei.
Self
Lightweight app designed for generating hand-made 'POLYJANK' characters using prepared assets, utilising typescript and vercel for deployment.
Self
Prototype for diablo-style isometric RPG, testing 8-way animation frames and dynamic rendering using phaser.js, prepared unit and map assets with collision b/w maps and utilities.