/projects
Active research, operational architectures, and games.
Eidos
Minimal set-valued neural architectures, path-bundle preservation, and geometric generalization.
Noesis
Contextual compute, certainty scoring, pattern-oracle interfaces, and fast tactical support layers.
GOAM
Turn-based agentic game architecture with macro/micro routing, certainty-based orchestration, and Noesis-backed tactical support.
Nomos
A general-purpose agent-based modeling simulation engine for worldbuilding. Theme-agnostic (Bronze Age to sci-fi). Material layer → agent layer → social layer → economic layer → spatial layer, driven by pink-noise RNG. Proof of concept: Jupyter notebooks compiled to C++. Supports the Terminium Compendium worldbuilding (Godless/Godliving dichotomy, Hellenia economy, asteroid fracking).
Data Division (Professional Work)
Professional work on a mission-based drone operations and stealth progression game focused on immersive sim mechanics, diegetic interfaces, and physical weight constraints.
Project Longbow
A tactical operations framework emphasizing immersive, physicalized systems, diegetic tablet interfaces, and seamless hub-to-raid transitions. Unity 2022, C#. Built with Tim Rurkowski (technical art, splines); development ran Jun-Nov 2023 until Tim could no longer allocate time. Genre space later validated by Kingmakers (early access Sept 2025) as a less serious, third-person take on the same concept - Longbow aimed for a Stargate meets Unrecord-style art shader approach.
Found Footage FPS
A Stargate-inspired extraction survival game utilizing stylized non-diegetic camera UIs and multiplayer-aware raid states.
Eros Flight
A highly systemic "Erotes Simulator" prototype driven by procedural NPC generation, complex attraction metrics, and a dynamic Sanity loop.
Gatcha Gauntlet
A virtual lottery and gacha simulation exploring scratch mechanics, anti-clustering probability algorithms, and dynamic payouts.
Numbers
An experimental equalization game inside MapTool, blending Kairos-buffered randomness, sparse abstract assets, and punitive zero-baseline economics.
Imp Unsummoning
Ludum Dare 55 (team of three): Unity WebGL rune combinatorics, aim-and-launch loop, 1-bit imps — human-authored code, no AI-assisted engineering.
Castles Burning In The Night
APPX-N JAM siege run on the PICK+E engine — squad-based infiltration and defense in a tactical scenario.
Interplay Learning (Professional Work)
A deep dive into crafting highly immersive, interactable training simulations for HVAC diagnostics without code.
Rapid Prototypes
AI-assisted only: design specs shipped as TypeScript/JS browser prototypes — Fizzkrieg (hex tactics), Chthonic Caretaker (body disposal life sim), Soulforger (soul-raising tamagotchi). Not for Ludum Dare / manual Unity jam entries.
PathFindN
A mathematical expression game that doubles as a dataset generator. CAS-verified path validation, canonical hashing for uniqueness, and an integer regime difficulty system.
Legacy / Notable Mentions
Older projects that demonstrate foundational systems thinking and early architectural instincts.
Void Installer
A 4X drain test and space station tech-janitor prototype exploring multi-resource drain systems, shield economics, and supernatural event pressure.
Vile Escape
Capstone zombie apocalypse top-down shooter (7-person team). Contributions: flashlight system, power breaker, modular quest state machine, road level.
Syntax (Occult Hangman)
Hangman played in ASCII binary. Three input modes, VoidOS boot aesthetic, decryption progression, and an in-app store economy.