Projects

Selected prototypes and technical work across gameplay systems, AI, networking, and engineering workflows.

Rewop is an AI-guided platform for generating WebApps, built around structured backend workflows, persistent project state, and iterative generation loops.

Overview

Rewop is currently in active development toward its first public release, but a significant portion of its core platform functionality is already implemented. The backend supports user initialization, credit-based generation flows, project creation and retrieval, versioned bundle persistence, and AI-driven generate/update loops with validation and fallback handling.

What this project demonstrates

  • AI-guided WebApp generation with structured multi-file output
  • Frontend/backend workflows for project creation, retrieval, update, rename, and deletion
  • Persistent user, project, and bundle state management with database-backed storage
  • Cookie-based session handling and user initialization flows
  • Versioned project bundles and saved generation history
  • Credit-based usage logic for generation and update actions
  • AI orchestration with retry handling, response validation, and fallback generation
  • Production-minded API design, ownership checks, and error handling

Visit Rewop

WIP — v1 public release in progress.

FPS with hostile drones.

Hide and Seek gameplay screenshot Hide and Seek gameplay screenshot Hide and Seek gameplay screenshot Hide and Seek gameplay screenshot

Overview

The FPS prototype takes place in a large urban test environment where the player must locate and eliminate hostile robotic drones. The level is intentionally sized beyond a small test arena to explore navigation, awareness, and sustained combat flow.

Drones operate in a patrol state (blue), and once the player is detected, they transition into an aggressive pursuit mode (red), accelerating toward the player and self-destructing on impact. Health and ammo pickups are distributed across the level, encouraging movement and route planning rather than static engagement.

What this project demonstrates

  • First-person shooter controller with responsive movement and aiming
  • Enemy state transitions (patrol → detection → pursuit → self-destruct)
  • Dynamic threat behavior with visual state feedback (color-based)
  • Explosive enemy interactions and area damage handling
  • Timed gameplay loop with objective tracking (remaining enemies)
  • Pickup systems for health and ammunition

Download prototype (Windows, ~600 MB)

This is a non-commercial prototype project.

Stealth NPC Prototype

Hide and Seek gameplay screenshot Hide and Seek gameplay screenshot Hide and Seek gameplay screenshot Hide and Seek gameplay screenshot

Overview

This prototype runs in a small test level, but the NPC system is designed to scale to larger environments. It focuses on stealth-oriented behavior in Unreal Engine, with modular patrol, detection, and pursuit systems. Each NPC can be configured individually, including patrol timing and visibility cone radius, enabling varied guard behaviors across a level.

The system also supports coordinated response logic: when pursuit is triggered, nearby NPCs will be alerted, allowing for a more dynamic stealth pressure. This creates a foundation for expansion into larger stealth spaces with more systemic encounter design.

What this project demonstrates

  • Stealth-oriented NPC patrol, detection, and pursuit logic
  • Per-NPC configurability for patrol timing and visibility behavior
  • Scalable AI setup suitable for larger stealth environments
  • Coordinated multi-NPC response triggered by local events
  • Player-driven avoidance, route planning, and spatial awareness
  • Scope-controlled prototyping with room for systemic expansion

Download prototype (Windows, ~900 MB)

This is a non-commercial prototype project.