The loop: Turn any Minecraft wall into a working art studio. Players place canvases in
four sizes, create pixel art with adjustable brushes, an eraser, an eyedropper, and over 16 million RGB
colors, then name, save, reopen, or frame their artwork.
My work: TypeScript systems for multi-size pixel canvases, exact RGB persistence, an
in-world HSV and hex color picker, particle-rendered artwork, adjustable painting tools,
camera-controlled editing sessions, named saves, editable restoration, and custom framed displays.
Work in progress: the gameplay demo is public, while source code is still being prepared
for release.
Gameplay proof
Project 02
The Wheel's Horror
Bedrock Game Developer, Game Designer
The loop: a survival horror add-on that turns normal Minecraft routines into timed
panic.
A player receives a target item, races a countdown, then faces The Wheel if they fail.
My work: TypeScript systems for timed objectives, progression gated item pools, random
anomaly events, guidebook and settings UI, and entity behavior. The chase system tracks, repositions,
disrupts escape blocks, and reacts to movement states like swimming and crawling.
TypeScript / Script API / RGL (Regolith) / JSON UI / Entity AI / Camera
The loop: a progression system that expands the vanilla Name Tag. Players rename
special
tags, apply them to compatible mobs, discover companions, fight stronger enemies, and craft higher tier
tags across five tiers.
My work: TypeScript gameplay pipeline for name driven entity transformations, guidebook
onboarding, custom entity replacement, companion taming, combat abilities, loot progression, and boss
behavior across Script API and behavior pack entities.
TypeScript / Script API / RGL (Regolith) / JSON UI / Data-driven Entities / Entity AI
My work: Created the custom 3D guidebook model and built the Bedrock systems that make it
interactive. TypeScript manages player controls and page state, while animation controllers, render
controllers, and page-specific geometry drive animated page turns, independent guidebook variants,
cycling item previews, and an animated prize wheel.
My work: Designed and implemented an aquatic custom dimension with distinct terrain
regions, deep trenches, explorable caves, natural surface openings, resource distribution, and
cross-dimension portals. The generation is deterministic, expandable, and built to support continuous
player exploration.
TypeScript / Script API / RGL (Regolith) / Custom Dimensions / Procedural World
Generation