I'm a systems designer — I work on the rules underneath a thing rather than its surface. Economies, progression curves, level and encounter design, tool pipelines, agent behaviour. Close to a decade of level design and testing (Super Mario Maker 2 and others) taught me the habit that runs through everything else: build the smallest playable version, put it in front of someone, and let the failure tell you what the system actually is.
Alongside that, motion graphics and compositing — title work, UI motion, plates and clean-up, procedural and generative pieces. The same instinct as the design work: prefer a rig you can re-run over a frame you hand-fixed once.
The rest is build work. Web games and prototypes, local AI and agent tooling, map and geospatial systems, small utilities that solve one problem properly and then stop. Most of it is plain HTML, one file, no framework, because that's the version that still opens in five years.
| Area | Focus |
| systems design | mechanics, economies, progression, level & encounter design |
| motion & comp | titles, UI motion, compositing, generative visuals |
| tools & agents | local models, automation, agent harnesses, visualisers |
| web builds | single-file games, prototypes, references, reading tools |
What to expect here: working tools you can open and use in a browser, reference pages worth bookmarking, and notes from things mid-build — including the parts that didn't work. It updates when something's actually finished, not on a schedule. Nothing here tracks you.
Note
Pages here are written to outlive their frameworks — plain HTML, one file where possible. If it needs a bundler to open, it doesn't belong on the Konstruct.