The work, with the numbers.

Real builds: the problem, what I built and how it turned out. A live dashboard, a clickable demo, a phone app, two music videos, and two games as proof of craft.

Notes updated

01 / Live dashboard

Nethric Kingdom

In daily use

The problem: with many jobs, renders and services running on one machine, a wall of logs can't show what is working, what is waiting on you and what has failed. What I built: a live map of the workstation, built as a miniature kingdom in a wooden tray on a table. Running jobs, services and projects each have a place in it, so a glance at the side monitor shows who is working, what is waiting and how hard the machine is running.

A closer look at the Kingdom diorama: the keep on its moated hill, workshops with small worker figures outside, a cart on the road and the Mage Tower in the corner, shown with demo data
A closer look at the miniature, with every label hidden. The scene runs on demo data.
Runs on
Side monitor & the Deck on a phone
Shows
Jobs, services & projects
Signals
Activity only, no progress bars

How the map reads

  • A tabletop miniature. The buildings, trees, villagers and worker figures are painted 3D models made with Meshy. The light comes from the room: a window by day and a table lamp at night.
  • Every running job is a worker. When a session starts, its team walks out of the keep to the project it is working on. Lead jobs, helper jobs and local engines each appear as their own figure, with a short label for what they are doing. A workshop with workers on site gets scaffolding and a small crane that hoists planks only while they work.
  • Places stand for parts of the machine. The Forge fires up when the GPU renders, the Mage Tower lights when a local model is loaded and sleeps when it is not, and each project is a village that is lit while active and dark when quiet.
  • Weather follows pressure. Memory, swap and stall pressure move the sky from clear to cloudy, rain and storm, with hysteresis so it doesn't flicker. Day and night follow the real clock.
  • Signals that need you stand out. A raised banner and a card mean a job is waiting on a reply. A failed service smokes. Ambient life is kept quieter than either.

A typical glance

Look across at the side monitor: three teams are out, the Forge is busy and one banner is up. Choose Go to on its card, answer it in its own terminal, and the team carries on.

02 / Workflow system · Clickable demo

Squadron

Try it: the Squadron Playground

Live demo · Simulated run

The problem: a big build split across several workers goes wrong in the hand-offs. Work overlaps, "done" means "someone said so", and a stuck task loops forever. What I built: Squadron, the workflow I use to run a build team. One lead writes scoped orders, each builder works in its own copy of the project, tests decide what is done, and a stuck task comes back to the lead for a fix.

The Squadron Playground mid-run: order cards wired to builders and test judges, with one test failing in red
The Squadron Playground mid-run, with one test failing before its fix. Open the demo →
Orders
Goal, inputs, done-when, report back
Builders
Parallel, one copy of the project each
Done means
The tests pass, checked again before merge

How a run goes

  • Plan. The lead turns each feature into an order with a goal, its inputs and a clear done-when check.
  • Build in parallel. Builders take one order each and work at the same time, without stepping on each other's files.
  • Tests decide. A task is done when its check passes, not when a builder says so. The lead re-runs every check before anything merges.
  • Escalate. A task that keeps failing goes back to the lead, who reads the failure and sends a fix.

The playground

Type a feature or pick a preset and watch the whole run as a node graph, phone included. It is a scripted simulation that runs in your browser: nothing is sent anywhere.

03 / Phone app

Nethric Deck

In daily use

The problem: checking on long jobs, replying to a job that was waiting on me or grabbing a file meant walking back to the desk. What I built: a phone console for the workstation. Deck brings everyday machine checks and controls into a browser interface, so a quick look or small action doesn't require being at the desk.

Interface
Phone web app
Connection
Private network via WireGuard
Hosting
Self-hosted on the workstation

In the current build

  • Machine checks and controls. Inspect processes, read service logs, manage configured services and capture the desktop. Controls include locking the screen and adjusting session settings.
  • Files and a shell. Browse and preview files, transfer them, and run commands with live output. The shell remembers its working directory between commands in the current connection.
  • A needs-you inbox. Task runs, replies and push notifications arrive on the phone, with a full-screen terminal for anything else.
  • A workspace that adapts. Rearrange widgets and actions through configuration. Deck follows the workstation's active theme and reconnects when the private connection returns.

A typical session

Connect from the phone, check a service, read its recent logs and take the relevant action. Open Files to inspect an output, or use the shell when a widget doesn't cover the job.

04 / Video

OVERNIGHT & AUTOPILOT

Two full music videos

Finished 2026

The brief: two songs, two full-length music videos, with a singer who stays recognisably the same and lips that match the vocal frame for frame. What I made: both videos end to end, from storyboard and footage to lyric typography and an edit timed to the beat grid.

OVERNIGHT title card: the singer with a black bob, lit by a laptop at night, with the time 11:04 PM to 2038
OVERNIGHT · 3:16 · drum and bass at 175 BPM
AUTOPILOT title card: a green motorway sign above a phone prompt asking for full access to your life
AUTOPILOT · 3:17 · 76 shots
Runtime
3:16 and 3:17, 1080p at 24 fps
Edit
65 shots and stills · 76 shots
Sync
Lip sync checked frame by frame

How they were made

  • Timed to the song. The vocal is separated and every word timed, so cuts, lyric type and inserts land on the beat.
  • One singer, many scenes. The same character carries both videos, with new wardrobe and sets for each song.
  • The edit is data. Every shot, still and overlay lives in an edit list that renders the whole video in minutes, so re-cuts are quick.
  • Checked, not eyeballed. A lip-sync checker compares mouth movement with the vocal track before a shot is kept.

05 / Proof of craft · Games

Underveil

One dungeon world, two games

Live on Roblox · Linux prototype

Underveil is a dungeon world with two ways in. On Roblox it is a co-op crawler: gather a party, fight down through the dungeon and come back with loot. The original Linux prototype turns the table: you defend the dungeon's Heart against invading adventurers.

On Roblox
Co-op crawler · 1–4 players · live now
Classes at launch
Warrior, Rogue, Mage & Cleric
On Linux
Defence prototype 0.4.2

On Roblox: the co-op crawler

Every run builds a new set of rooms, with biomes, curses and blessings changing what you face. Fight goblins and skeletons, get through trap courses and puzzles, and finish against a three-phase Lich.

  • Four classes to start. Warrior, Rogue, Mage and Cleric are playable now. Five more classes are planned, each arriving in a later update.
  • Revenants. Fall in the dungeon and you rise as a Revenant: an elite enemy carrying your gear that turns up in other players' runs. Defeating one earns bonus loot.
  • Loot and difficulty. Gear drops from Common to Mythic across three difficulties, up to Nightmare. The Dice Shrine shows its odds before every roll.

On Linux: the defence prototype

Defend the Heart across 18 encounters in six chambers, from the Overgrown Crypt to the Shattered Observatory. Each encounter has three waves: spend a limited essence budget on monsters and reusable traps, choose positions around bends and overlapping routes, and rethink the layout between waves. Five defender families each evolve through three forms, and finishing Normal unlocks a harder Veteran campaign.

Development notes

On Roblox, armour currently adds stats and a rarity aura rather than changing how your avatar looks; visible armour and skins are planned together for a later update. The Linux prototype's recorded checks cover both campaigns and standalone launch, and it still needs human playtesting to judge difficulty and first-time clarity.

06 / Proof of craft · Games

Hearthwick

A cosy pixel-art game for Android

In private testing

Hearthwick is a cosy pixel-art wellness game about a young witch or wizard in a hidden valley. A grey Hush has settled over it and the cottage hearth has gone cold. Ten gentle mentors teach the quiet arts, two small lessons a day: tarot, runes, herbs, crystals, meditation and more. Learn what they teach and the light slowly comes back.

Lessons
163 short lessons · 272 grimoire pages
Mentors
10 places to visit in the valley
Private
No ads, no account, never goes online

What works today

  • Daily lessons. Each lesson is a few teaching cards and a handful of questions, with a kind explanation when you get one wrong. Two new lessons arrive each day, and any you miss wait for you.
  • Tarot, runes and herbs. All 78 tarot cards, the runes of the Elder Futhark, and plants and herbs with safety notes, plus crystals, numerology, astrology, dreams and the wheel of the year.
  • Practice games. Card memory, herb foraging, cauldron brewing, rune riddles and number puzzles, with up to three mastery stars on every page.
  • Slow down. Six guided meditations, six gentle yoga routines, seven soundscapes to play by the hearth and twelve bedtime stories to drift off to.
  • A cottage of your own. Choose a cat, owl, fox or frog as your familiar, dress your witch or wizard, and watch the cottage come back to life as the hearth is lit again.

Made with care

Tarot, astrology, crystals, runes and folk herb lore are shared as tradition, symbolism and tools for reflection. They are not predictions, and nothing in the game is medical advice.

07 / Earlier project

Cortex

In development

A local workspace that gives multi-step software work a shared record. Cortex connects the tools doing the work to shared tasks and messages, so work has a history you can return to.

Working surface
Gateway, bridge & dashboard
Task flow
Claim, submit, review
Designed for
Multi-step builds

In the current build

  • A recorded task lifecycle. Create and claim work, report progress, submit a result, and keep reviewer feedback attached through approval or rework.
  • Explicit handoffs. Connected workers can send messages, read an inbox, reply in a thread and acknowledge receipt.
  • A shared view of activity. The dashboard brings together project and task state, bridge messages and gateway logs for the work recorded through Cortex.

A typical workflow

Create a task and connect a worker through Cortex. The worker claims it, reports progress and submits its result. A reviewer checks the work, records a verdict and sends back findings if another pass is needed.

Interested in a project, or building something of your own? Get in touch

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