Chthonic Caretaker: Body Disposal Life Sim
A night-work life sim about illegally burying supernatural bodies, managing investigators, and building a cemetery empire.
Game design architecture, prototypes, and interactive systems. Entries are grouped into games and prototypes versus mechanics and subsystem docs so capstone and itch releases stay separate from deep-dive mechanics pages (shop, modes, managers, and similar).
Design notes for standalone games, rapid prototypes, and named projects (each entry is primarily a game or product, not a single subsystem sheet).
A night-work life sim about illegally burying supernatural bodies, managing investigators, and building a cemetery empire.
Hex-grid tower defense where soda ammunition types, pest ecology, and HFCS scarcity economics create layered tactical decisions.
A tamagotchi-style soul-raising game with procedural creature generation, karmic debt, and PICK stat computation from care history.
Game design architecture detailing the punitive taxation, Kairos entropy buffer, and baseline equalization mechanics of the Numbers game.
Game design logic for handling weighted grid generation, anti-clustering algorithms, and payout evaluations in a virtual scratch-off lottery.
Agent-based modeling simulation engine for worldbuilding — material, agent, social, economic, and spatial layers.
A one-page LARP and character study micro-game from the Wall of Self system. Explores character decomposition and cognitive dissonance.
A specialized zero-gravity 'engine' for tabletop games. A technical guide for playing with zero-g mechanics, I/E/U environment frameworks, and momentum management.
Game design architecture detailing the systemic generation of NPCs, dynamic love styles, sanity mechanics, and the matchmaking simulation of a literal Cupid.
Professional case study and systems overview for Data Division: an immersive-learning drone operations and extraction prototype developed for GRX Immersive Labs.
A shared diegetic UI controller for contextual HUD transitions across Project Longbow and Data Division.
Team jam game: rune combinatorics slotted into a wooden frame, golf- or pinball-style sends, and 1-bit imps — level geometry built around specific rune combinations.
A complete TTRPG system implemented in x86 assembly. Features character creation, a custom DSL, complex math for 2D/3D vectors, and an attribute-influenced IK solver.
A tactical siege scenario built on the PICK+E engine for the APPX-N JAM. Focuses on squad-based infiltration and high-stakes defense.
Game design logic for diegetic wearable/tablet UI, faction AI, Opsive integration, the Nexus Portal, and tactical deployments in Project Longbow.
A hangman game where you guess letters by typing their ASCII binary representation, wrapped in a VoidOS boot sequence and decryption progression system.
Professional simulation design work: building no-code VR training sims for HVAC diagnostics, from LED state machines to ghost-asset blink hacks.
Contributions to a 7-designer capstone zombie apocalypse top-down shooter: flashlight system, power breaker, modular quest state machine, and road level design.
A space station tech-janitor prototype exploring multi-resource drain systems, shield economics, and supernatural event pressure.
Subsystem and mechanics documentation: loops, managers, and UI tied to a prototype (for example Data Division). Kept separate from the game-level list above.
Game design logic for handling immersive, physics-based data transfer, interruption penalties, and physical item states.
Game design logic for handling immersive deployment and extraction timers within Data Division's mission structure.
Game design logic for handling in-game economies, vendor markups, and physical delivery mechanics.
Game design logic for handling in-world activities such as target practice, time trials, and elimination-mode bot fighting in Data Division.
Professional game design documentation for pixelshifted objects, drone-only visibility, and cross-reality collectable logic in Data Division.
Professional game design documentation for the modular item architecture, Flashdrive utility items, and trader keyword logic in Data Division.
Professional game design documentation for BotManager, BotData, Drone integration, and the custom logic layered over a third-party controller in Data Division.
Game design logic for handling in-world diegetic tablets and UI state management.
Professional game design documentation for PlayerData and the dependent systems stack that supported Data Division.
Professional game design documentation for LevelManager, LevelData, scene initialization stages, and map-driven venue selection in Data Division.
Professional game design documentation for terminal access, thumb-drive downloads, printing, and diegetic device connections in Data Division.
Game design logic for handling immersive player inventories, heavy items, and weapon controller integration.
Rules for using mechanical and combinatorial configuration solvers to channel arcane energy. A tactile, puzzle-based magic system.
A turn-limited numerical puzzle system for 'blood repair' or 'DNA drain' mechanics, using hexagon partitions and dynamic lattices.
A fast, non-lethal contest mechanic built on simultaneous dice parity and HP-scaled die sizes. Features refined rules from BITPICKE iteration testing.
Professional game design documentation for the workstation, GPUs, flashdrives, databases, and data synthesis loop in Data Division.