VersionClient
A client built around one idea: performance you can feel, in an interface that stays out of your way.
02 / Projects
I'd rather show you three things I care about than list thirty I don't. Open anything — each card explains the problem, the approach, and where it stands.
A client built around one idea: performance you can feel, in an interface that stays out of your way.
A brand system, a motion language, and zero frameworks. The portfolio is itself the first exhibit.
Custom gameplay systems and plugins built for private servers — the invisible kind of work that makes a world feel coherent.
New work is added when it's finished — not before. Open-source releases will land on Modrinth first and appear here automatically.
Nothing in this drawer yet — try another filter.
Like how these are built?
See how we could work togetherMost clients pile on features until the game underneath disappears. Settings sprawl, menus lag, and "performance mod" becomes an ironic phrase.
Start from the frame budget and work backwards. Every feature has to justify its cost before it ships, and the interface follows one rule: if you're not looking for it, you shouldn't see it.
In active development. Rendering and the settings architecture are the current focus — updates will appear here as milestones are reached, not before.
A portfolio that claims craftsmanship but feels like a template disproves itself the moment it loads.
Write the brand system first — vision, motion language, content voice — then implement it with no frameworks and no shortcuts. The boot sequence, the cursor, the light that follows your pointer, the theme sweep: all handmade, all serving the same identity.
Live. You're inside the case study right now — press Ctrl+K, toggle the theme, or come back at night and notice the difference.
Servers stitched together from off-the-shelf plugins always feel stitched together. Menus clash, mechanics contradict each other, and players notice.
Build the systems that matter from scratch, so progression, economy and world rules share one design. The goal is a server that feels like a single, deliberate game.
Ongoing private commissions. Client work stays private by default — if you want to talk specifics, ask me directly and I'll show what I'm allowed to.