Minecraft Bedrock Developer

ADONISZK

I build Bedrock add-ons in TypeScript, currently focused on custom dimensions, procedural world generation, and making new worlds worth exploring.

Selected projects

Project 01

Create Your Own Painting

Bedrock Game Developer, Game Designer

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.

TypeScript / Script API / RGL (Regolith) / Dynamic Properties / In-world UI / Particle Rendering

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

View code

Gameplay proof

Visual assets currently use placeholders.
Project 03

Name Tag++

Bedrock Game Developer, Game Designer

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

View code

Gameplay proof

Visual assets currently use placeholders.

Others

Entity Guidebook Demo

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.

TypeScript / Script API / RGL (Regolith) / Blockbench / Custom Entity Geometry / Animation Controllers / Render Controllers

Gameplay proof

Custom Dimension and WorldGen Demo

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

Gameplay proof

Available for Bedrock projects

Want to work together?

Reach me by email or Discord.