Lua framework developer • Immersive worldbuilder • Automation enthusiast
I'm a developer and creator focused on building immersive experiences in Garry’s Mod and the Source Engine. My work merges the technical with the creative: I design custom Lua frameworks and gamemodes while crafting atmospheric worlds, cinematic systems, and narrative structure. I care about modularity, performance, and clean architecture, but never at the expense of player experience. From backend systems and tooling to in-game events and world design, the goal is simple: use code to make stories playable.
A story-driven Half-Life 2 roleplay project that blends cinematic sessions with community-driven operations, built on my custom framework stack. Focus areas: realism, player agency, and long-form worldbuilding.
A Black Mesa–inspired roleplay world emphasizing scientific and industrial realism. Ordinance extends the Source sandbox with tightly integrated systems, environmental storytelling, and a cohesive facility-scale setting.
A modular Lua framework for Garry’s Mod designed for cinematic, story-driven gameplay. Parallax provides systems for events, AI, world interaction, data, and presentation. It’s the backbone behind my current projects and a platform for rapid, maintainable development.
- Languages: Lua/GLua, Python (tooling, PySide6 GUI), a bit of JS for glue
- Source Engine: mapping, entities, materials, optimization pipelines
- Systems: modular architecture, data flow, event/cinematic systems, AI interactions
- Art Pipeline: Blender modeling, Substance Painter texturing, import/compile/tooling
- Ops & Tooling: build scripts, content pipelines, repo hygiene, performance profiling
“Build systems that carry stories, and stories that justify the systems.”