I build hand-crafted games and dev tools with an old-school heart and a modern workflow. My projects lean into tight technical constraints (think NES-inspired pixels, 384×216 virtual res, limited palettes) and heavy, human stories rooted in Wyoming places and family lore.
Playable prototypes & jam builds of atmospheric platformers, roguelike experiments, and builder/tycoon riffs.
Aseprite scripts & productivity tools for color, animation, and export pipelines.
Engine & scripting experiments (BlitzMax NG, Lua/XLua, Clickteam Fusion, Tiled) aimed at practical, creator-friendly workflows.
Super Color Picker (Aseprite) — a fast, focused color dialog with warm/cool ramps, palette-friendly picks, and copy-paste simplicity for daily pixel art.
“Nowhere” projects — a long-running, NES-inspired narrative universe set in late-70s/80s Wyoming (select prototypes and spin-offs will appear here).
Exporter utilities bridging Aseprite → engine/toolchains.
Map/room template pipelines for quick roguelike and adventure layout.
BlitzMax NG • Lua/XLua • Clickteam Fusion • Aseprite scripting • Tiled • Pixel-art pipelines (tilesets, meta-tiles, CRT/palette workflows)
I post devlogs, changelogs, and behind-the-scenes notes as I iterate. Feedback is welcome—bug reports and feature requests help shape the next build.
Creators and press: you’re welcome to stream or record gameplay from anything I release here; monetization is fine with credit.
Questions, collaboration, or keys for coverage? Message me on itch or include contact details on your page.
Short bio (for sidebars):
Indie dev from Wyoming making retro-style games and Aseprite tools. Engine tinkerer. Story-first design under tight pixel constraints. Follow for builds & devlogs.
If you want, I can tailor this with your exact links (devlog, socials, email) or add a compact version specifically for your itch sidebar.