One maker,
many crafts.
I tend to end up involved in the whole life of a product, not just one slice of it. I design it, build the backend it runs on, get it in front of the right people, and coach the developers shipping the next one.
Selected works
04 / 10
Ocean Heroes
A Minecraft Education world developed with UNESCO's Intergovernmental Oceanographic Commission, with three full minigames engineered as modular TypeScript systems instead of the usual sprawl of mcfunctions and JSON.
Read the case study →
Educator Tools
An open-source classroom toolkit for Minecraft Education, built around how teachers actually run a lesson. This case study looks at the pedagogy the tools are shaped by, and at Letter Blocks, an alphabet generated at build time so students learn by building.
Smurfs
A licensed Smurfs world for Minecraft. I built the minigame system; this case study covers one of them, a stealth minigame where you slip past Gargamel's cat.
MineAlpha
A Minecraft server list and community portal I founded and built on a Node.js backend. This case study covers its core, a vote system that counts every vote at once and keeps delivering it to the game server even when that server is down.
What I do
FocusI design apps that hook like games, build the backends they run on, set the technical direction, put AI to work, coach the developers, market what ships, and keep it all secure.
It looks like seven jobs. To me it has always been one: making things people want to use.
Game design: Game design and player psychology, applied outside games too. I use feedback loops and progression systems to make software people keep opening.