🌈🥀💕🕸️🍁🦊🍄✳️🐾🌴💫
“The future doesn't belong to architects building polished skyscrapers, it belongs to scientists building spaceships never designed to return home. Those who aren't doing things that might fail probably aren't doing anything interesting at all.”
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The social hub at the centre of it all: identity, chat, a full arcade (Riff Rush, Pool, Place, Chess, Crash and more) and the shared economy. Plays with keyboard, gamepads, guitars and Wii Remotes. |
Omerta's all-ages sister: the same arcade, collection and chat, scaled down with a PG feel. |
🎯 cod.cityA unified browser FPS built on Wii-era asset research, with shared progression, local split-screen and Omerta-connected items. |
🥊 gKnuckleA rogue-lite climbing mod for Garry's Mod, a mix of old & new. Its portal runs the server browser, a WiKi, the roach MiLL and WiSHES, where players vote on the odds with COiNS. |
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The public home and developer entry point for every connected Illicit project. |
The account, wallet and economy spine behind Omerta, Atlantis, Вандам(e)баш, cod.city and gKnuckle. Self-hostable, analytics by Mushroom. Private while it's in the oven. |
📦 Garry's Mod addons
| Mod | Description | Link |
|---|---|---|
| 🎣 WEBFISHING Name Tags |
Adds WEBFISHING-style name tags to Garry's Mod players and NPCs, with tag selection, colour customization, admin-defined titles, and an option to disable them. | Workshop |
| 🗑️ Junk Jet |
Turns the Garry's Mod Tool Gun into a Fallout-inspired Junk Jet that launches random physics props instead of conventional ammunition. | Workshop · Code |
Neon Error Sign |
Gives missing-model errors a colourful glow, with player-specific colours and several customizable lighting modes that make asset issues easier to identify. | Workshop · Code |
🎮 Games
| Game | Description | Link |
|---|---|---|
Klaus Veen's Treason |
Klaus Veen's Treason is a social deduction FPS game, similar to Trouble in Terrorist Town or Murder which were primarily popular within Garry's Mod. However, the development cycle stretches much further back than Garry's Mod, with its roots as a Counter-Strike: Condition Zero mod. I was initially invited to join the team after being active in the early playtests held on Source Engine SDK 2013, where I discovered several level-design issues including the lack of elevated clipping needed to prevent grenade boosting & several un-optimized areas that affected performance. I was eventually brought onto the team officially to modify and optimize those levels myself. I also contributed to general game design and mind mapping for big level design features such as the power box. | Steam |
![]() The Hidden: Online |
The Hidden: Online was a spiritual successor to The Hidden: Source built within the GOSource Engine. The story was set after the events of shared universe The Hidden: Source coming into the modern events of Counter-Strike: Global Offensive, using the modern setting (and weaponry including the Tactical Awareness Grenade) across fully modernized and revamped versions of classic maps from The Hidden: Source. It also integrated with the Steam backpack, allowing players to equip their skins, including rare knife skins while playing as The Hidden. Chris “Ging” Janes, the web developer for The Hidden: Source denied permission for it to continue and requested that the fan project be cancelled. Therefore, out of respect for the original authors, my work on this project is now vaporware. | Cancelled |
Adventures of Glytch |
Adventures of Glytch is a 2D Platformer and Collecathon game which was created using GDevelop, which used the old Glytch Energy mascot, built as a promotional piece for their energy powder blends. My work on un-released updates was to refine the gameplay so it felt smoother and more fluid (akin to Spelunky) while integrating the Glytch Coin system in-game so users could compete on speedrun leaderboards and earn Glytch Coin. This was a fantastic case study into 2D design for me & how to navigate web integration in-engine. However, under the new ownership the brand ultimately pivoted away from the Glytch Fox mascot entirely and stopped funding the game, so my work there has essentially become vaporware, since I am no longer affiliated with Glytch Energy. | itch.io |
LEAP |
LEAP is a FPS sandbox with high-velocity gameplay, basically meant to be a spiritual successor to Tribes: Ascend. I worked on LEAP as part of the official QA team under the Overwolf Alpha program shortly before the program became defunct. In that role, I playtested a ton of community-created content made via LEAP Mod Editor within Unreal Engine 4 along with any official updates from Blue Isle Studios, identifying issues and providing feedback throughout development. | Steam |
XPlay |
XPlay is a play-to-earn network operating on Counter-Strike 2 that previously operated on Counter-Strike: Global Offensive. Before developing its iconic web app, Ex Corp developed two failed play-to-earn apps within the Overwolf framework (CSMoney Game Changer and Scope Pass) which I tested as part of the Overwolf Alpha program. I provided feedback that proved pivotal to the birth of XPlay as we know it: a web front end with proprietary servers, rather than relying on demos or game-coordinator data that was prone to exploitation. When the service debuted in North America during Season 3, I was invited onto the team as a designer for both in-game and web content. I also served on the security team, where I played an integral role in moderating user activity and exposed a major skin-duplication vulnerability affecting one of our former partner sites. | Website |
🖼️ NFTs
![]() TokenGator #3957 |
![]() Raticals #1025 |
![]() Raticals #1848 |
![]() D00d #3222 |
![]() Dead Punk #7215 |
![]() SmolpNFT #2161 |
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🧃 This profile is a work in progress...










