Live products · Games · Experiments

Portfolio

Eight working experiences built to make an idea tangible—from operational satire and procedural games to entertainment data and publishing.

Heads up before you explore

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Selected interactive work

08 live projectsAll links open in a new tab ↗
01

Typing game · 16-bit office adventure

Original emblem of an inbox monster split by lightning above a keyboard and clock
Live projectView website ↗

Deadline Slayer

A fast, retro typing game that turns office assignments into attacking monsters. Players type each highlighted phrase exactly, correct mistakes with Backspace, and fight through 10 increasingly difficult floors.

What it can do

  • Choose Fresh Start mode to refill health after each level or Overtime mode to carry the same health bar through the full run.
  • Build speed and accuracy while surviving 10 new threats per floor, tougher language, and enemies that hit harder as the game progresses.
TypingDifficulty modesHealth system
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02

Action game · Corporate satire

Original emblem of an office analyst defending against expanding project tentacles
Live projectView website ↗

Scope Creep: Corporate Survivors

A corporate-themed survivor game starring a principal analyst armed with SQL, pivot books, and a stapler. The player moves while all three weapons auto-fire against an escalating bestiary of office monsters.

What it can do

  • Play with WASD, arrow keys, or touch controls and use a manual hotfix when the quarter gets dangerous.
  • Fight 24 distinct office threats, level three weapons, open the skill matrix, and try to survive the three-minute quarter.
Auto-fire combat24 monstersTouch controls
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03

Big Brother Season 28 · Interactive tracker

Original emblem of a watchful house, chess king, nomination keys, and voting tokens
Live projectView website ↗
Spoilers aheadThis tracker reveals nominations, competition results, votes, evictions, alliances, and feed developments.

House Files 2026

A detailed Big Brother Season 28 command center for following the cast and the state of the game. It brings weekly outcomes, competition results, voting history, alliances, rumors, and feed updates into one navigable experience.

What it can do

  • See the current Head of Household, nominees, veto result, eviction status, and next episode at a glance.
  • Browse every houseguest, open individual records, review competition wins and votes, and explore alliance and spoiler sections.
Live game stateCast recordsVotes & alliances
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04

Extraction game · Tactical recovery

Original emblem of a scrap-filled extraction backpack and hazard beacon
Live projectView website ↗

Scrapline

A top-down extraction experience set inside a newly generated industrial exclusion zone. Each contract gives the player 10 minutes to recover useful materials and return to the marked extraction point with the haul intact.

What it can do

  • Move, aim, collect, fight, and choose when to extract—with no respawns or insurance to erase a bad decision.
  • Bank recovered scrap, wire, electronics, and fabric to upgrade weapons, armor, helmets, backpacks, and the permanent safehouse.
Procedural mapGear upgradesSaved progression
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05

Publishing · Book launch experience

Original emblem of a rescue dog, two human profiles, and a heart-shaped country lane
Live projectView website ↗

Pickles & Promises

A complete launch site for M. Chris Barkhurst’s small-town slow-burn romance. The experience introduces Willow Bend, the fight to save Rosemary Field, and the relationship between Mara, Eli, and a rescue dog who understands belonging before the humans do.

What it can do

  • Explore the story, lead characters, romance themes, author profile, publisher information, and answers to common reader questions.
  • Move directly from the story experience to the book’s Amazon listing through clearly placed reading links.
Book marketingCharacter profilesAmazon pathway
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06

Fantasy game · Procedural world

Original emblem of a fantasy world unfolding from an ancient open codex
Live projectView website ↗

Phantasy Codex Adventure

A retro storybook action adventure that writes a new fantasy realm for every run. Players explore, battle hostile creatures, decide whether to leave peaceful wildlife alone, and master three different weapons.

What it can do

  • Move with WASD or arrow keys, attack, switch weapons, and build while exploring an ever-changing realm.
  • Submit each run to the shared Grand Codex, where player names and scores become part of the game’s communal record.
Procedural worldsThree weaponsShared Codex
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07

Poker puzzle · Touch-friendly arcade

Original emblem of a five-by-five playing-card frame with poker suits and chips
Live projectView website ↗

Frame Five

A card-placement puzzle built around a five-by-five frame. Players choose cards from a five-card hand, fill the 16 outer spaces, and create poker hands across rows, columns, and diagonals.

What it can do

  • Score all 12 lines across a three-board run, with premium hands worth more and qualifying outside-edge hands earning a double frame bonus.
  • Learn the rules inside the game, play without a download, and chase the shared world leaderboard from desktop or touch devices.
Poker scoringThree-board runsWorld leaderboard
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08

Retro FPS · Office threat response

Original illustration of an office operative confronting red threats in a cubicle corridor
Live projectView website ↗

Rogue Protocol

A five-level first-person office action game built around maze-like floors, roaming threats, improvised workplace weapons, and a final extraction. Players clear each floor, manage armor and ammunition, and find the exit before advancing.

What it can do

  • Move with the arrow keys, strafe with Alt plus left or right, fire office-grade weapons, open doors, and navigate each floor with the minimap.
  • Choose whether enemy contacts appear on the minimap, clear five escalating levels, and reach the final exit to complete the operation.
Five-level campaignSprite combatDifficulty modes
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Built to be used

Ideas are clearer when people can touch them.

These projects turn concepts into playable, trackable, and explorable products—each designed as a complete experience rather than a static mockup.