Scrapline
Godot · FPSCompetitive multiplayer FPS built on a custom Godot fork. Server-authoritative movement and netcode, search-and-destroy round flow, and bot AI.
Games are where I go when I want a problem that doesn't care how senior I am. Multiplayer shooters mostly, which means the hard parts are the ones nobody sees: server-authoritative movement, rollback and reconciliation, bot AI, and engine changes underneath all of it. Most of this is private, so what follows is a description rather than a link.
Competitive multiplayer FPS built on a custom Godot fork. Server-authoritative movement and netcode, search-and-destroy round flow, and bot AI.
Four-player co-op PvE horde-survival FPS, on a custom Godot 4.8 fork.
Unreal-native rebuild: character movement and replication written fresh against UE's own systems rather than ported.
Medal of Honor-inspired WW2 FPS. Godot 4.7, single-player, Jolt physics.
The engine underneath Scrapline. Native modules and engine-level changes where the game needed something Godot didn't ship.
Skill-based matchmaking with Glicko-2 rating, server allocation, match-result ingest, and history. Node/TypeScript, Fastify, Drizzle, Postgres.
This isn't a side hobby I keep separate from the day job. Netcode taught me more about distributed state than any web project did, and the engine work is the deepest I've had to go on performance. It feeds the rest of what I build.