Greetings, traveler. I am a developer who walks the shadowed path between code and art, weaving intricate systems and breathing life into pixels. My craft spans from the depths of backend programming to game modification, digital art creation, and tabletop RPG design.
Whether building complex software systems, crafting modpacks, contributing to ambitious projects, designing creatures for tabletop games, or painting worlds one pixel at a time, I bring dedication, creativity, and technical precision to every endeavor.
A complete custom Path of Exile 2 league concept featuring an interactive website with scroll animations, tooltips, and comprehensive game mechanics documentation. Built with GSAP, custom CSS, and vanilla JavaScript.
A work-related web application designed to fetch, analyze, and organize data from various sensors. Features real-time data visualization, customizable dashboards, and comprehensive data management tools.
A massive, intricately crafted Minecraft modpack featuring biological horror themes, complex progression systems, and custom integrations. Hundreds of hours of curated content and careful balance tweaking.
Contributing to the development of Techrot, a mod exploring the intersection of technology and decay. Assisting with feature implementation, bug fixes, and system integration.
Helping develop Biomancy, a biological magic mod featuring organic growth systems, living structures, and flesh-crafting mechanics. Contributing to both code and game design aspects.
Supporting the development of MasterfulMachinery, a sophisticated multiblock machine framework. Assisting with system design, testing, and feature expansion.
Modular game assets designed for a high fantasy setting with gameplay modularity in mind. Flexible components that can be combined and reused across different contexts.
View on Bluesky →Character study inspired by horror literature, exploring absurdist themes through unsettling proportions and surreal anatomical choices.
View on Bluesky →Exploration of pixel noise and the density space between blank areas and colored pixels. Study on balancing detail with readability at low resolutions.
View on Bluesky →Extreme closeup of a character's eye showcasing Commodore 64 aesthetic effects. Detailed study on color limitations and dithering techniques to create depth at macro scale.
View on Bluesky →Tool designed to generate artistic character sheets for the CAIN tabletop RPG. Combines functional design with aesthetic presentation for player reference.
View on Bluesky →Custom game assets for a unique setting combining bees with high-tech machinery. Exploring the intersection of organic and mechanical design elements.
View on Bluesky →Character sprite pushing pixel density limits while maintaining low detail to avoid noise. Study on reproducing Commodore 64 aesthetic effects within modern constraints.
View on Bluesky →
Interested in collaborating or want to see more of my work?
Reach out through any of these channels: