Game development

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.

Games

Scrapline

Godot · FPS
In development

Competitive multiplayer FPS built on a custom Godot fork. Server-authoritative movement and netcode, search-and-destroy round flow, and bot AI.

One More House

Godot · Co-op
In development

Four-player co-op PvE horde-survival FPS, on a custom Godot 4.8 fork.

America's Army: Revived

Unreal 5
In development

Unreal-native rebuild: character movement and replication written fresh against UE's own systems rather than ported.

Project Blackfrog

Godot · Single-player
Prototype

Medal of Honor-inspired WW2 FPS. Godot 4.7, single-player, Jolt physics.

What's underneath them

Custom Godot engine fork

C++
Engine

The engine underneath Scrapline. Native modules and engine-level changes where the game needed something Godot didn't ship.

Scrapline Matchmaker

Backend
Services plane

Skill-based matchmaking with Glicko-2 rating, server allocation, match-result ingest, and history. Node/TypeScript, Fastify, Drizzle, Postgres.

Why it's here

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.