Development
Building the tools while shipping the games. Custom MCP servers, SDK-based orchestration, and code-first methodology — all built by one developer to maintain the velocity of a small team.
The Pipeline
Every project runs through an orchestrated multi-model development pipeline. A primary model handles architecture and implementation, a second handles code review and stress-testing, a high-context model runs parallel research, and a fast model provides contrarian failure-mode analysis. Work flows through a three-step loop — draft, stress-test, integrate — with research gating before any major implementation begins.
The first prototype playtest — Censorbreaker — was built entirely through this pipeline. No tooling was built in advance. Every system exists because a real production problem demanded it. A single creative director maintains the velocity of a small team, shipping real features daily instead of fighting infrastructure.
Automation Infrastructure
Orchestrated Workflows
Multi-model pipeline with specialized roles and a three-step loop: draft, stress-test, integrate. Research gating, adversarial review, and parallel analysis before every major decision ships.
AutomationOrchestration Framework
Custom runtime built on Anthropic and OpenAI SDKs. Three session types with scoped permissions, a structural policy engine, and task lifecycle with compare-and-swap state transitions. 14 tools, 120+ tests.
FrameworkCross-Session Context
Persistent development context via LLM-powered indexing. 350+ work sessions indexed with rich summaries, relevance scoring, and source-validated citations. Automated context retrieval across weeks of history.
Context EngineSession Continuity
Automated transcript export, pre-compaction checkpoints, and daily digests. 8 lifecycle hooks handle exports and state persistence. Development sessions survive interruptions — the next session resumes with full context.
AutomationKnowledge Infrastructure
Project Memory MCP
32+ MCP tools. Decision tracking, semantic search over specs and code, structured messaging, and a shared focus board. ChromaDB + SQLite backend. Cross-project search across the entire development workspace.
MCP ServerGovernance & Decisions
1,000+ architectural decisions tracked with rationale and alternatives. Hash-chained collaboration events for tamper-evident audit trail. Active, superseded, and deprecated lifecycle management.
GovernanceDevelopment Protocols
Structured task packets with 12+ fields per dispatch. Fail-closed completion handshake requiring all deliverables before sign-off. Evidence tagging: runtime-verified vs code-reviewed only.
ProtocolsCustom Integrations
FMOD MCP Bridge
27-tool MCP server wired into FMOD Studio via TCP scripting API. Event creation, bulk import from a 52K-file audio library, bank management, mix routing, effects, and parameter automation.
Audio PipelineAbleton MCP
77-tool MCP server exposing the full Ableton Live Object Model. Session control, MIDI clip creation, device parameter automation, stem export, and undo stack manipulation via custom Remote Script.
Audio PipelineCoPlay + OdinTools
75+ custom Unity editor tools layered on top of CoPlay MCP. Deep component inspection, private field access, runtime state queries, and vendor-specific inspectors for Animancer, RayFire, and FMOD.
Unity ToolingGlass Bridge
VS Code extension + 7-tool MCP server for terminal observability. Structured command output, authorized terminal sessions, and validation gates. Token-authenticated loopback API.
IDE BridgeASCII Shader Pipeline
Custom compute HLSL shaders for real-time ASCII rendering. Glyph atlas generation, edge detection, and luminance mapping running entirely on the GPU via URP render passes.
Compute HLSLComfyUI Workflows
Image generation pipelines for game-ready assets — character art, UI elements, and texture work. Custom nodes and workflows tuned for consistent output across art styles.
Asset GenerationTool Surfaces
// Audio Pipeline — TCP → FMOD Studio create_event auto-folder hierarchy + bank bulk_import folder of WAVs → separate tracks create_multi_sound random variation pool sync_from_csharp C# enum → FMOD events search_library query 52K-file audio library // Mix & Routing set_event_output route events to buses add_effect insert effects on tracks add_parameter runtime automation params build compile .bank for Unity
// Full Live Object Model Access get_session_info tempo, time sig, length create_midi_clip programmatic MIDI creation set_clip_notes note-level MIDI editing set_device_parameter device knob automation export_stems stem export for FMOD // Undo Stack Control begin_undo_step group ops into single undo end_undo_step commit undo group undo / redo programmatic navigation
// Semantic Search — ChromaDB + SQLite query_specs("audio architecture") query_code("BallController") query_decisions("rendering pipeline") // Cross-Session State record_decision(category, decision, rationale) send_message(from, to, channel, body) session_summary(write_note=True) // Collaboration append_collab_event hash-chained audit log verify_chain integrity verification
Everything in Code
TypeScript UI (OneJS)
Preact-based UI runtime in Unity. Full TypeScript HUD with reactive state and hot reload. Version-controlled and diffable — no visual editor dependency for any UI work.
Unity UICode-Driven Animation
All character animation through code via Animancer. State machines, blend trees, and transitions without Animator Controller complexity. LitMotion for runtime tweens and procedural motion.
AnimationAdaptive Audio
FMOD spatial audio with a 52K-file sound library. Adaptive music per environment, real-time parameter automation, and event-driven sound design integrated via custom MCP bridge.
AudioGames, Not Tooling
The tooling isn't the product — the games are. First prototypes and playtests are SFW. NSFW content is shared exclusively via Patreon. Previews and demos are planned for itch.io in 2026. Everything on this page exists to ship games faster, not to build infrastructure for its own sake.