PlunderPit ↗
Get greedy. Get loud. Get out. A multiplayer treasure hunt with proximity voice and plenty of trouble.
Explore the project ↗Games, useful tools, sound experiments, physical builds—and a few things that started with “what if?”
44 projects to explore
Get greedy. Get loud. Get out. A multiplayer treasure hunt with proximity voice and plenty of trouble.
Explore the project ↗
Generate PlunderPit layouts, push them live to the game, or pull them back into the tool for editing.
Explore the project ↗
A level-design tool that lets eight AI agents put your ideas to the test.
Explore the case study ↗
A tactical skirmish game that brings painted miniatures and a well-loved workbench to life.
Explore the project ↗
A cinematic browser investigation, driven by voice, sound, and curiosity.
Explore the case study ↗
Walk neon-lit streets, fly a spinner, and follow replicant cases in a rainy, retro-futuristic Los Angeles. An unofficial Blade Runner fan homage.
Explore the project ↗
A real PowerShell terminal with CRT glow, synthesized keyboard sounds, and a holographic 3D mode. Browse files inside a floating graph or an Another World-inspired lab.
Explore the project ↗
A discovery platform for what people are making with AI.
Explore the case study ↗
One organized workspace for agents, conversations, and their computers.
Explore the case study ↗
A modular synthesizer for curious ears. Patch together a sound and see where it takes you.
Explore the project ↗
Patch cables, oscillators, and happy discoveries. My hardware modular systems and synth studio.
Explore the project ↗
A booth-design idea turned into a tool for exploring space, structure, and cost.
Explore the project ↗
From character imagery and a 3D model to a printed mascot for the Nilo team.
Explore the project ↗
A Raspberry Pi-powered retro Mac, bringing together 3D printing, hands-on assembly, and software work with Claude Code.
Explore the project ↗
Portable play, made personal. Printed and assembled enclosures for my Steam Deck builds.
Explore the project ↗
Explore a dangerous space hulk in a science-fiction roguelike experiment.
Explore the project ↗
Steal. Survive. Escape. A body-stealing roguelike aboard a dangerous ship.
Explore the project ↗
A retro science-fantasy CRPG, built around exploration and old-school curiosity.
Explore the project ↗
The Brinefall Signal: a science-fantasy expedition with reactive choices and an atmospheric soundscape.
Explore the project ↗A Blender tool for analyzing and processing 3D scenes and materials, with practical feedback for optimization.
Explore the project ↗
An experiment in translating music and MIDI into moving light and color.
Explore the project ↗
Call a number and talk with Joshua from WarGames. A film-inspired experiment in conversational interaction.
Explore the project ↗An Electron tool to save and recall Discord conversations and get reminders.
Explore the project ↗
From The Lost Vikings and Orcs & Humans to Warcraft II and early StarCraft: helping a small creative team build games that became household names.
Explore the project ↗
Building on Orcs & Humans with a new world of land, sea, and air combat. Eleven months, one extraordinary team.
Explore the project ↗
From VR gameplay and dialogue to spatial sound and team production: hands-on work across HALP!, Apophis , Lost, and République.
Explore the project ↗
I led game design for a collaboration bringing together NASA’s JPL, astronauts, Verizon, McGarryBowen, and Fun Bits Interactive around asteroid science and mobile play.
Explore the project ↗
Giving a giant mechanical hand a voice, a presence, and a little humanity in Oculus Story Studio’s first VR film.
Explore the project ↗Making avatars feel more alive through touch, physics, and playful interactions, with permission and privacy built in.
Explore the project ↗
Shaping the original design: three distinct races, an isometric world, and very different ways to play.
Explore the project ↗
Story, performance, sound, and hands-on implementation for an iPad game.
Explore the project ↗
Working with Ryan Payton and Camouflaj during my Fun Bits period.
Explore the project ↗
Lead design on Black & White 2 and Battle of the Gods, with consulting on Fable.
Explore the project ↗
Continuing Black & White 2 with its Battle of the Gods expansion.
Explore the project ↗
Consulting on Fable at Lionhead Studios.
Explore the project ↗
Character footsteps, fabric movement, and sound implementation for Penrose Studios’ VR film.
Explore the project ↗
Original musical content for Xfer Nerve: sounds and playable starting points for other musicians.
Explore the project ↗
A giant robot with a playful world in its hands. Design, scripting, dialogue, voice direction, spatial sound, and music for an early Oculus Touch demo.
Explore the project ↗
An exploration of expressive characters and new control systems, bringing body movement into a playful digital world.
Explore the project ↗
A Kinect-driven performance prototype for Deadmau5, combining avatars, live interaction, and music sequencing.
Explore the project ↗
Designing a god game where your choices transform the world, its people, and the creature at your side.
Explore the project ↗
From the Orcs & Humans theme to units, missions, story, and animation: helping a small team build a new fantasy world.
Explore the project ↗
Advocating for real-time play and helping shape the interactions that put players in the middle of the action.
Explore the project ↗
The early adventures: The Lost Vikings, Rock n’ Roll Racing, and Blackthorne. A formative era of making every pixel count.
Explore the project ↗No projects found. Try another search or choose All projects.
Hiring for creative direction, game design
or AI prototyping? Email me.