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.
Shipped
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.
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.
Published
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.
| Mod | Loaders | Downloads |
|---|---|---|
| Lucky Block Worlds | Fabric · NeoForge | ~8,200 |
| Enhanced Sleep Progression | Fabric · Forge · NeoForge | ~7,300 |
| Bounty Craft | Forge | ~1,800 |
| Environmental Fog Disable | Fabric · NeoForge | ~1,400 |
| Mystical Agriculture (Fabric port) | Fabric | ~990 |
| Cucumber Library (Fabric port) | Fabric | ~940 |
| Mystical Agradditions (Fabric port) | Fabric | ~450 |
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.
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
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.
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:
Also builds in
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.
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
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.
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 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.
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.