Selected Projects
Gameplay systems, tools engineering, and production-ready features.
Vestige
FeaturedSolo Developer • C++ Text Adventure
A terminal text adventure in C++23. You are a memory fragment inside a dying archival system run by AEON, an archival intelligence that has been alone so long it began rewriting the records to cope with what they say. You move through sectors, repair corrupted records, and on records with two valid reconstructions you choose between AEON's revision and the original. AEON tracks every choice and picks one of five endings.
Echobound
FeaturedSolo Developer • Java Text Adventure
A terminal text adventure in Java. You wake as an AI inside an abandoned research facility, navigate by typed commands, repair corrupted researcher logs, and reach one of three endings shaped by how the facility's last running subprocess (WARD) comes to regard you. No assets, no GUI: ANSI color plus a typewriter effect, with all room, item, log, puzzle, and ending content driven by JSON.
Nulldepth
FeaturedSolo Developer • C++ Shoot-em-up
A top-down shoot-em-up written in C++17 with SDL2. Every visual (ship, enemies, bullets, explosions, HUD glyphs) is drawn at runtime from geometric primitives via SDL2 and SDL2_gfx, with zero image, audio, or font assets. Game logic and rendering stay fully decoupled: the renderer reads Game through const accessors and never mutates state.
Slither
FeaturedSolo Developer • Python Snake Game
A Snake game built from scratch in Python and Pygame with zero image or sound assets. Every cell, glow, and HUD element is drawn in code. Architected so the rendering layer and game logic stay fully decoupled: the renderer reads game state, the game never reaches back.
Slime
FeaturedSolo Developer • Unreal Puzzle Game
An unreleased Portal and Talos-like puzzle game featuring a slime character with unique physical abilities.
Ecosystem Simulation
FeaturedSolo Developer • Unity Simulation
A self-sustaining 2D ecosystem simulation where herbivores and predators exhibit complex emergent behaviors: seeking food, fleeing, reproducing with energy transfer, and aging. The simulation balances multiple parameters to create stable population cycles without external intervention.
Japanese Quizzes
FeaturedSolo Developer • Godot Quiz Game
Playable in browser
A Japanese language learning quiz application built in Godot, focused on fast feedback loops, clean UI architecture, and repeatable micro-session gameplay design.
KanjiMap
Solo Developer • Web Reference Site
A fully static kanji reference site covering every kanji in KanjiAPI, with stroke-order animations from KanjiVG, JLPT/grade/radical filters, and a static page for each of the 163k vocabulary entries. No accounts, no tracking, bookmarks in localStorage.
Create: Circuits
Mod Developer • Minecraft Addon
A NeoForge 1.21.1 Create addon that brings digital-logic gameplay into Create's signal system: logic gates (AND, OR, NOT, NAND, NOR, XOR, XNOR), arithmetic blocks (adder, subtractor, multiplier, min, max), and an SR latch. Each block ships with a Ponder scene so players learn the behavior in-game.
Create: Processing
Mod Developer • Minecraft Addon
A NeoForge 1.21.1 addon for the Create mod that introduces new fan, press, and mixer processing families (Withering, Purifying, Sanding, Petrifying, Enderfying, Hot/Cold/Magnetic/Speed Pressing, Cold/Resonance/Speed Mixing). Built around Create's existing machines with JEI integration and a config-driven feature toggle system.
Create: Henry
Mod Developer • Minecraft Addon
A Forge 1.20.1 Minecraft mod expanding the Create mod ecosystem with additional gameplay mechanics, systems integration, and modular content design. Published across major mod platforms.
ScratchLike
Student Project • JavaFX Visual Programming Editor
A simplified Scratch-like environment built in JavaFX that lets users create and execute programs using a block-based interface. Supports turtle graphics commands, real-time execution, and saving/loading programs in a custom file format.
Best Pokédollar Rate
Solo Developer • Browser Utility
A real-time income tracking script for Pokéclicker that identifies the most efficient Pokédollar farming activities based on actual gameplay data. Uses rolling averages, local persistence, and a clean UI overlay.
Skills
Technologies, tools, and practices I use to build and ship.
Languages
- C#
- C++
- Java
- GDScript
- SQL
- Python
Game Engines
- Unity (2D/3D, Editor tooling)
- Unreal Engine (Blueprints, C++)
- Godot
- Minecraft Modding (Forge)
Software Engineering
- Object‑Oriented Design
- Data‑driven architecture
- Performance optimization
- Version control (Git)
- Debugging & profiling
Development Practices
- Clean code & readability
- Agile workflows
- Iterative prototyping
Timeline
Milestones that show progress: shipped projects, jams, studio work, tools, awards.
Built Vestige, a C++ text adventure
• C++23 • CMakeWrote a terminal text adventure from scratch in C++23, rendered through a single Terminal class with five voices and a skippable typewriter effect. Architected a fully data-driven engine (rooms, items, logs, puzzles, AEON lines, endings, tuning all in JSON), five gameplay-distinct repair puzzle types behind a sealed base, and an AEON archival intelligence that tracks hidden trust and awareness values to pick one of five endings based on whether the player accepted its revisions or restored the originals.
Built Echobound, a Java text adventure
• Java 25 • MavenWrote a terminal text adventure in Java with ANSI color and a typewriter effect. Architected a fully data-driven engine (no hardcoded room, item, log, puzzle, or ending text in Java), three puzzle types behind a sealed interface, a WARD state machine tracking a hidden trust value, and a three-branch ending selector driven by what the player read, solved, and how WARD came to regard them.
Built Nulldepth, a top-down shooter in C++
• C++17 • SDL2Wrote a top-down shoot-em-up from scratch in C++17 with SDL2 and SDL2_gfx, drawing every visual (ship, enemies, bullets, HUD glyphs) at runtime from geometric primitives. No image, audio, or font assets. Three enemy types share a polymorphic base with distinct movement and fire patterns, and game logic stays fully decoupled from rendering.
Built Slither, a Snake game in Python
• Python • PygameWrote a Snake game from scratch in Python with Pygame, drawing every visual in code (no image or sound assets). Split the codebase so pure-logic modules (snake, food, score) have no Pygame dependency, with a MENU/PLAYING/PAUSED/DEAD state machine and JSON-persisted high scores.
Published Minecraft mod: Create: Circuits
• NeoForge 1.21.1Released a Create addon adding digital-logic gameplay: AND/OR/NOT/NAND/NOR/XOR/XNOR gates, arithmetic blocks (adder, subtractor, multiplier, min, max), and an SR latch. Each ships with its own Ponder scene, built on a shared signal/flip-flop block hierarchy for consistency with Create's redstone semantics.
Launched KanjiMap, a static kanji reference site
• Next.js • www.kanjimap.euBuilt a fully static Next.js site covering every kanji in KanjiAPI with stroke-order animations, JLPT/grade/radical filters, and a static page for each of the 163k vocabulary entries. Self-hosted at www.kanjimap.eu with a custom data ingest pipeline (KanjiAPI + KanjiVG to SQLite to MiniSearch).
Published Minecraft mod: Create: Processing
• NeoForge 1.21.1Shipped a second Create addon adding new fan, press, and mixer processing families. Hooked into Create's MechanicalPressBlockEntity via Mixin for Hot Pressing across ground, belt, and basin contexts, with a config-driven toggle system for pack makers.
Developed Scratch-like visual programming tool
• JavaFXCreated a simplified Scratch environment in JavaFX using the Command Pattern, with turtle graphics, file I/O, and real-time execution.
Built an ecosystem simulation in Unity
• UnityDesigned and developed a self-sustaining 2D ecosystem with agent-based AI, energy-based life cycles (eating, reproducing, aging), and emergent predator-prey dynamics. Optimized for performance with object pooling and tunable parameters.
Released Japanese Quizzes on Itch.io
• GodotBuilt and shipped a Japanese learning quiz app with a focus on UI/UX flow and repeatability.
2nd Year Software Engineering Student
• EPFC • BruxellesContinuing software engineering studies while building public projects in game dev, modding, and interactive apps.
Published Minecraft mod: Create: Henry
• Forge 1.20.1Redesigned and released a Create Addon mod with public distribution and open-source development on GitHub.