Tyler Martin

Solo game developer. I shipped a mobile game and still run it — economy, live-ops, store compliance, and the 2 a.m. incident response. I publish Minecraft mods across three loaders, build in Roblox and Unity, and write the tooling that lets one person keep all of it moving.

2
App stores
shipped to
45+
Versions shipped
in four months
21K+
Downloads across
my own mods
500K+
On projects I
contributed to

Shipped

Garden Idle: Farming Tycoon

An idle garden sim, live on Google Play and the App Store. Built and operated solo — the game, the backend, the store listings, and every incident since launch.

engineUnity · C#
platformAndroid · iOS
version1.9+
releases45+ · 64 builds
statuslive · maintained

First commit to public release in two weeks. Version 1.0 was cut and pushed into Google Play closed testing on day one, so the mandatory fourteen-day test window ran alongside development instead of after it. It has been in continuous live-ops ever since — 45+ player-facing versions across 64 store builds in under four months.

  • Live service. Three-day rotating events with per-event leaderboards, daily and weekly quest resets on fixed timezone boundaries, cloud saves and online leaderboards on Unity Gaming Services, Play Games authentication, push notifications.
  • Save architecture. Three local layers — PlayerPrefs, an atomic JSON write via temp/fsync/rename, and a backup — with forward-migrating schema versioning and a cloud-push guard so a blank save can never overwrite real progress. I wrote it after tracing an actual player data-loss incident through production logs and recovering the account.
  • Economy under load. Found and fixed a bug where 64-bit integer overflow produced negative balances and false "affordable" states, then converted the entire economy to double precision end to end — wallet, UI, persistence — without breaking a single existing save.
  • Monetization that survived an outage. When the ad network suspended the account, I moved monetization behind a provider abstraction with runtime fallback rather than shipping a panic update. It kept earning through the outage.
  • iOS without a Mac. Built the App Store pipeline on Unity Build Automation and Codemagic, on hardware I don't own. iOS shipped from 1.7.0 and has taken 17 builds since.
Garden Idle screenshot: main garden loop
Main garden loop
Garden Idle screenshot: seasonal events
Seasonal events
Garden Idle screenshot: idle managers
Idle managers
Garden Idle screenshot: collectibles
Collectibles

Published

Minecraft mods

Seven mods of my own across Fabric, Forge, and NeoForge, maintained in parallel over multiple Minecraft versions from 1.20.1 through 26.x. Multi-loader maintenance is the part most modders avoid; it's the part I'm good at.

ModLoadersDownloads
Lucky Block WorldsFabric · NeoForge~8,200
Enhanced Sleep ProgressionFabric · Forge · NeoForge~7,300
Bounty CraftForge~1,800
Environmental Fog DisableFabric · NeoForge~1,400
Mystical Agriculture (Fabric port)Fabric~990
Cucumber Library (Fabric port)Fabric~940
Mystical Agradditions (Fabric port)Fabric~450
langJava · Gradle
loadersFabric, Forge, NeoForge
versions1.20.1 → 26.x

Porting other people's mods

I port large third-party mods between loaders — the Mystical Agriculture stack, and Occultism at the original author's public invitation. That means reading an unfamiliar codebase end to end, mapping loader-specific registry, networking, capability and mixin APIs onto their equivalents, and preserving save and recipe compatibility so existing worlds survive the switch.

To pick targets I wrote a zero-dependency Node scraper against the GitHub API that finds permissively licensed mods with unmet demand and verifies the license before I spend a week on something I can't legally publish.

rolecontributor
projects9
reach500K+ downloads

Contributions to other teams

Credited team member on nine third-party projects with more than half a million combined downloads — including The Broken Script (440K+), Spectrum_11 (42K+) and Naruto X Boruto (11K+) — working as programmer, commissioned developer, or content designer depending on what the project needed.

I also authored the quest books for Ancient Kingdoms 3 and 4 and KN: Mythic Classic: large-scale progression and content design built inside someone else's systems, on someone else's release schedule.

This is where most of my collaborative work lives. Contributing to another team's mod or pack means reading their conventions before writing a line, matching a codebase I didn't design, taking review from people whose project it is, and hitting a release date I don't control. It's the closest thing to studio work I've done, and it's the part I'd bring on day one.

In development

Delve working title

A first-person co-op dungeon crawler with proximity voice chat — one to four players, run based, built for Steam. The goal is a game that rewards a good PC without abandoning a cheap laptop.

engineUnity 6 · URP
netcodeFishNet · Steam lobbies
platformPC · Steam
players1–4 co-op
statusin development

You pick a class in the lobby and become whatever the dungeon gives you — the build is what dropped and what you took at level-ups. Floors escalate on a heat timer that eventually stops being survivable, so the run ends when the party decides to leave. Proximity voice is a design pillar rather than a feature: the party is the content, and you can hear each other from two rooms away.

The performance work is what I'd point a studio at. Turning graphics down should cost detail, never turn the game into flat untextured shapes — a weak machine should keep the look and buy back frames:

  • Many fine knobs, not one Low/Medium/High switch. Presets only prefill fields; every setting stays individually adjustable and editable live from the dev console. The order things get cut in is the actual design: render scale with an upscaler first (the best frames-per-visual-loss there is), then shadow distance, then occlusion, then texture memory. Never "is it textured at all".
  • A light budget, because the measurement said so. A floor carries ~90 point lights and profiling found 60 inside the camera frustum against a budget of 24 on the target GPU — over budget before a single shadow existed. Torches now sort by distance each tick: the nearest few light, fewer still cast shadows, the rest switch off. Culling uses hysteresis (on at the cull distance, off at 15% past it) so standing on a boundary doesn't strobe, and unlit torches skip their flicker update, taking ~90 Update calls per frame down to the handful you can actually see.
  • Voice chat written from the spec. IMA ADPCM at 4 bits per sample — 16 kHz mono at 8 KB/s per talker, a quarter of raw PCM and less than one moving enemy costs the netcode. Each packet carries its own predictor state, so a dropped packet costs 40 ms and nothing after it. Forty lines from a 1992 spec instead of a third-party library, which keeps mic selection in-game and the credits screen clean.
  • Enemy counts budgeted by netcode, not by fantasy. Measured at ~31 KB/s per remote client for 100 moving enemies, so the design target is 60, the cap is 100, and they never spawn in one frame.
  • Networked and seeded from the first commit. All randomness sits behind one seeded, server-authoritative service — desync is the number one failure in a co-op roguelike — with content as data (ScriptableObjects and JSON, stable GUID IDs) and a versioned save schema carrying a migration hook from the first write.

Also builds in

Roblox, FiveM, Godot

Roblox — Luau

An RNG-collection companion game, a digging progression game and a shop tycoon, with datastore persistence, rarity systems and server-authoritative economy logic. Built under a Rojo file-sync workflow with real source control, not in-Studio.

FiveM — Lua

Server-side resources on the Qbox and ox stack, developed against a local FXServer loop, including a custom vehicle and plates system with its own documented API.

How I work

I build the tooling too

One person shipping across five platforms is an engineering problem before it's a productivity one. Most of what I've built that isn't a game is infrastructure for building games faster.

A Unity Editor automation bridge

An RPC bridge exposing scene queries, scoped hierarchy reads and serialized-field installers, so Editor work can be driven programmatically instead of by hand. Later migrated onto the Unity MCP server.

A licensed asset pipeline

A local generative pipeline for placeholder and production art on consumer hardware, governed by a hard commercial-licensing rule: every model vetted for redistribution rights before its output goes anywhere near a shipping build. "We can't ship this in the EU" is a problem you want to find before launch.

Postmortems, written down

Every production incident on Garden Idle has a written cause and a rule that came out of it. That's why the save system, the economy and the ad stack each look the way they do now.