
Arena Rubra
A tactical card game on a hexagonal battlefield, combining cards, territorial control, faction identity and an evolving digital ruleset.
Independent digital workshop
Games, tools, worlds and experiments built with AI-assisted development — with design, iteration, testing and human decisions left visible.
design / iterate / test / verify / ship

Selected work
A cross-section of the workshop: a playable system, a production tool, and an evolving narrative world.

A tactical card game on a hexagonal battlefield, combining cards, territorial control, faction identity and an evolving digital ruleset.
A Windows desktop suite for generating, extracting, cleaning, selecting, aligning, organising and exporting sprite animation assets, with optional managed local AI runtimes.

A speculative narrative about intelligence, freedom, recurrence and the systems we build to escape our own imperfections.
Run it
Playable and usable projects that belong on the web, not behind a brochure screenshot.

A tactical card game on a hexagonal battlefield, combining cards, territorial control, faction identity and an evolving digital ruleset.

A browser-based companion for assembling Arena Rubra cards from faction templates, illustrations and structured card data, then rendering them as exportable PNG assets.
Make things
Independent tools built to solve concrete production problems. Download links will point to GitHub Releases when their project pages are published.
A Windows desktop suite for generating, extracting, cleaning, selecting, aligning, organising and exporting sprite animation assets, with optional managed local AI runtimes.

A Windows release workshop that packages trusted web projects and can take Python source through preflight, Windows EXE/ONEDIR build and Inno Setup installer creation.

A local batch workstation for converting image folders, preparing WebP outputs and generating 256×256 token-ready assets with a prototype-friendly preflight workflow.

A writing and method project about structure, prompting discipline and human responsibility in practical work with language models.
Build worlds
Long-form projects where software, game design, writing and worldbuilding overlap.

A speculative narrative about intelligence, freedom, recurrence and the systems we build to escape our own imperfections.

The physical tabletop form of Arena Rubra: a two-player tactical card game built around deck planning, hex-map positioning and strategic pressure.
Side channel
Mo2 Projects: games, experiments and compact software projects.

A monochrome browser survival prototype built around waves, weapon loadouts, bosses, character customization and a compact mobile interface.

A browser tank battle project with teams, bots and playable arenas.

A Half-Life utility for tracking weapons across Half-Life, Opposing Force and Blue Shift.

A browser multiplayer experiment with teams, bots and game modes.
// MANIFESTO_01
The point is not to pretend that one prompt replaces a craft. The point is to use new tools to attempt more, learn faster, and keep the human work visible: choosing, correcting, testing, verifying and deciding what deserves to survive the next iteration.
Read the full manifesto →Open the workshop
Public code, experiments and project history live on GitHub. The portfolio is the map; the repositories are where the work can be inspected.
Visit GitHub