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This area contains in-progress research, prototypes, and experiments.

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[ LAB ]

Dumping ground for experiments, prototypes, modding pipelines, retro rendering studies, and random systemic curiosities. This isn’t a polished portfolio — it’s the notebook where I test ideas and see what breaks.

I think by building.

[ EXPERIMENTS ]

Systems, simulation, economy, and AI-driven prototypes built to answer specific design questions.

2025 #economy#systems#unreal

Economy Curve Simulation (UE5)

Question: How should scarcity and unmet demand influence pricing over time?

Approach: Modeled supply → demand → unmet → price relationships using CurveFloat with easing functions to prevent price collapse at 0 inventory.

Outcome: Emergent price signals created player incentives to exploit scarcity instead of hoard surplus.

2025 #ai#schedules#economy

NPC Market Schedules (UE5)

Question: Can NPCs generate localized economy pressure without scripted events?

Approach: Each NPC household generated needs based on role (laborer, merchant, artisan), resolved at market stalls via NavInvoker paths.

Outcome: Temporal demand spikes emerged around work hours (morning) and household cycles (evening).

2025 #crafting#systems#unreal

Station-Based Crafting (UE5)

Question: How to replace “click → wait → output” crafting with an interactive loop?

Approach: Added material checks, mini-games, time progression, and failure states.

Outcome: Crafting became a routing & scheduling problem rather than pure inventory arithmetic.

2025 #contracts#ai#economy

AI Contract Fulfillment (UE5)

Question: Can labor contracts act as economy drivers?

Approach: Households posted contracts (bread, firewood, textiles) requiring item production, feeding AI goals into economy.

Outcome: Contracts introduced second-order effects (work shortages → price hikes → player profit windows).

2024 #camera#ps2#blockout

Retro PS2 Camera Blockouts (UE5)

Question: How did 2000–2006 platformers maintain traversal readability at low poly counts?

Findings: Camera rails + color separation + grounded silhouettes reduced navigational ambiguity without high fidelity.

[ MODDING ]

Modding as a systems sandbox — Bethesda, SMAPI, and workshop content used to test narrative, scripting, and pipeline ideas.

2026 #stardew#csharp#smapi

Golden Piggy Buffs (C# / SMAPI)

Problem: How to add risk-reward elements to an otherwise passive Stardew object?

Solution: Daily buff/curse system with rarity, duration rolls, luck multipliers, debug console, and i18n support.

Outcome: Became a lightweight systemic layer that players could incorporate into farm planning.

2023 #fallout4#papyrus#narrative

NeuroScape Narrative Flow (Fallout 4)

Focus: Terminal-based narrative fragments with environmental triggers.

Pipeline: Papyrus scripts → quest aliases → terminal records → condition nodes.

Outcome: Achieved non-linear narrative delivery without custom UI.

2024 #leveldesign#fallout4

Capital Wasteland Cells (Fallout 4)

Focus: Encounter pacing, kit usage, lighting cones, and cover readability in tight spaces.

Outcome: Playable, performant, lore-consistent interior layouts.

2023 #papyrus#quests

Papyrus Quest State Machines

Focus: gating, flags, fail states, branching, and delayed resolutions.

Outcome: Reusable quest scaffolding for multiple mods.

[ RETRO RENDERING ]

Constraint-oriented rendering studies — fidelity reduced on purpose to improve readability, mood, and style.

2024 #psx#horror#unreal

Dead on Arrival: De-Make (UE5)

Constraints: low poly budgets, vertex jitter, affine texture warping, fixed camera rooms.

Outcome: Fear and tension increased due to off-screen space and limited player knowledge.

2024 #shader#crt#retro

CRT Scanline Shader Notes

Focus: phosphor persistence, gamma curves, subpixel bleed, and shadow masks.

Findings: CRT simulation increases UI coherence at low resolutions.

[ TOOLS & PIPELINES ]

Pipeline and tooling experiments to support iteration, debugging, and onboarding.

2025 #debug#ui#unreal

Economy Dashboard (UE5)

Motivation: Prices are invisible without observability.

Tool: DT introspection + ImGui-style panel for supply, demand, unmet, and curve influence.

Outcome: Reduced tuning time from trial-and-error hours to minutes.

2024 #perforce#cloud#pipeline

Perforce Depot (Google Cloud)

Problem: Source control for binary-heavy UE5 projects with distributed collaborators.

Pipeline: Helix Core → branching → typemap → onboarding → remote + failsafe scripts.

Outcome: Reduced asset collisions, improved recovery, and enabled async development.

2023 #narrative#systems

Dialogue & Quest Notebook

Format: node graphs + beat pacing + flag conditions + item gates + payoff paths.

Outcome: Improved narrative iteration without partial scripting.

[ SERVERS & INFRA ]

Systems experimentation beyond the client — deployment, persistence, and simulation hosting.

2024 #linux#servers#infra

Linux Home Server Stack

Stack: AMP + Plex + Debian + remote SSH.

Outcome: Enabled long-running simulations without occupying dev hardware.

2024 #docker#deploy

Docker Game Services

Use Case: quick-start environments for multiplayer persistence testing.

Outcome: Reduced downtime and setup friction for collaborators.

2024 #lowpower#headless

Low-Power Compute Notes

Focus: headless power envelopes for 24/7 running game services.

Outcome: Increased uptime at reduced power cost.

[ NOTES & SKETCHES ]

Non-polished design artifacts that reveal reasoning instead of results.

Ongoing #camera#ps2

PS2 Camera Study

Case Studies: Jak 2, Ratchet & Clank, Sly Cooper.

Findings: readability emerged from silhouette contrast, not detail density.

Ongoing #spreadsheet#economy

Economy Spreadsheet

Type: tabular scarcity simulation with pricing multipliers.

Use: pre-visualize systemic outcomes before engine implementation.

Ongoing #ui#morrowind#unreal

Morrowind UI Notes

Focus: diegetic collapse/expand UI panels enabling multitasking without modal screens.

Application: planned for Rialto to support multi-panel economic/quests views.