Selected Projects
Gameplay systems, tools engineering, and production-ready features.
Ashen Remnant
FeaturedSolo Developer • Unity Souls-like
A short third-person Souls-like boss-fight game in Unity. You fight through a ruined stone hall against three escalating waves (slimes, then skeletons, then winged fliers) toward a final boss, with a stamina-gated combo system, directional dodge i-frames, and frontal blocking.
Casefile
FeaturedSolo Developer • Godot Detective Game
Playable in browser
A cozy detective game where you solve crimes by writing small Python tools. You build up a personal toolkit of functions, point them at each case's evidence, and learn the hard way that a lazy algorithm will convict the wrong person.
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.
Nadir
FeaturedSolo Developer • Unreal Gravity Puzzle Game
A first-person gravity-reorientation puzzle game. You play a small slime that can claim any surface as its floor: aim at a wall, shift, and the world turns around you. Loose objects fall along your gravity too, and the puzzles live in that rule. One continuous world, streamed a region at a time, rather than separate levels.
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.
Cascade
Mod Developer • Minecraft VFX Library
A code-first visual effects and sequencing library for Minecraft 1.21.1, shipping on both NeoForge and Fabric. Cascade adds nothing to the game on its own; it gives other mods a fluent Java API for particle effects, beams, and choreographed timelines.
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.
Restaurant Management System
Team Project (4) • Java Terminal Restaurant App
A terminal-GUI restaurant management app built in Java with a four-person team as a school project, using a shared MVC framework built on Lanterna. Covers the full flow for a restaurant: browsing the menu, building a cart, placing orders, reserving tables, and role-gated access for clients, employees, and the boss, backed by a MariaDB database.
EPayFC
Team Project (2) • PHP Auction & Marketplace App
An eBay-style marketplace built in PHP with a two-person team as a school project, on a from-scratch MVC framework (front-controller router, PDO-backed Model base class, view layer). Sellers list items as timed auctions or fixed-price direct sales; buyers browse, bid, and buy now, with a session-based simulated clock (+1h/+1d/+1w/reset) letting auctions be driven to expiry without waiting out the real timer.
ReserVite
Team Project (2) • Flutter Restaurant Reservation App
A restaurant reservation app built with a two-person team as a school project, on a PostgreSQL backend exposed directly as a REST API through PostgREST, with a Flutter client. Clients browse restaurants and book tables; managers run the floor. Role-based access (client/manager) is enforced through Postgres roles and row-level policies rather than backend application code, with a login function that issues JWTs signed inside the database.
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 Ashen Remnant, a Unity Souls-like
• July 2026 • Unity 6Built a short third-person Souls-like boss-fight game in Unity, fighting through a ruined stone hall across three escalating waves toward a final boss. Single-mover player architecture with queried combat/dodge/stamina subsystems, a stamina-gated 3-hit combo plus heavy attack with input buffering, directional dodge i-frames, frontal blocking, and a strict damage mitigation order (dodge, then block, then health) with poise-based hit-react versus stagger.
Released Casefile, a Godot detective game
• July 2026 • Godot 4.7Shipped Casefile, a cozy detective game where you write small Python tools to solve crimes. Wrote a sandboxed Python-subset interpreter from scratch in GDScript (tokenizer, parser, tree-walking evaluator), authored 48 cases each verified against a reference solution and a deliberate wrong-suspect trap, and built a persistent player toolkit system. Released playable in-browser on Itch.io.
Published Cascade, a Minecraft VFX library
• June 2026 • NeoForge & FabricReleased Cascade, a code-first visual effects and sequencing library for Minecraft 1.21.1 on NeoForge and Fabric, giving other mods a fluent API for particle effects, beams, and choreographed timelines. Split into a Minecraft-agnostic engine module and a shared common API layer, with force/steering behaviors (gravity, curl noise, vortices, boids flocking), collision, sub-emitters, beams, and raymarched SDF volumes, plus an optional GPU compute backend for large bursts.
Built ReserVite, a Flutter reservation app
• June 2026 • EPFCBuilt a restaurant reservation app with a two-person team as a school project: a Flutter client on top of a PostgreSQL backend exposed as a REST API through PostgREST, with reservation business rules enforced as SQL constraint triggers and role-based access secured with database-issued JWTs.
Built EPayFC, a PHP auction marketplace
• June 2026 • EPFCBuilt an eBay-style marketplace with a two-person team as a school project, on a from-scratch PHP MVC framework. Timed auctions and fixed-price direct sales, bid validation against the current max bid and buy-now ceiling, and a session-based simulated clock to drive auctions to expiry for testing.
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.
Built a restaurant management app with a 4-person team
• November 2025 • EPFCBuilt a terminal-GUI restaurant app in Java on a shared Lanterna-based MVC framework with three teammates, backed by MariaDB. Owned the orders subsystem (data model, screens, validation/error handling) and worked across the shared framework, schema, and role-gated client/employee/boss flows.
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.
1st Year Software Engineering Student
• EPFC • BruxellesStarted software engineering studies, building foundational programming skills across languages and paradigms.