Material flows unfolded across the vector of time.


2020-Current A philosophy themed card game, made in a week for a game jam. Work gradually on it on the side when I have downtime.



A JRPG fused with a Braille Tutor! Input the Braille keys when unleashing tablet attacks to deal extra damage or boost your effects! Currently suspended development for now but has a functional demo.



Braillemon was my first attempt at making a dedicated game project and was also my first main experiment in blind accessibility. I worked with the members of audiogames.net to develop the accessibility features. It grew to be one of the most popular audio games in the mid 2010s. It was built in Game Maker Studio.

Braillemon’s accessibility model is primative and based around the limited movement. However it is a fully fledged tranlation of the Red/Blue games with some unique custom events.

The project was never completed and was discontinued in 2016. There are two versions - a stable version that ends at Fuschia city, and an unstable version that includes most of the game but is very buggy.

links: [stable unstable]


2016-2020 [will be resumed at a later date]

Production on Colors Chromatics shortly before discontinuing Braillemon. The idea for the game had lingered for some time but motivated by the confusing storytelling choices of Undertale and various Pokemon fan projects being C&D’d at the time, I decided it was time to begin work on Colors Chromatics.

Colors Chromatics has a much more sophisticated accessibility model, especially in its version. Colors calculates audio cues dynamically based on collision data and allows for free navigation. It also features a sophisticated label system that allows rapid development of accessibility in the game.

links: [gm demo]


A secret underground project to revolutionize Braille and blind accessibility. What will this be? Stay tuned…


Future potentials nearing actualization.



Max Library (Max Lib) is a set of open source libraries that assembled can build a machine that can be used to build video games. When used together to build a game engine by itself, its called the Max Library Machine. The libraries can also be modularized to be used with other engines, languages and environments to accomidate a wide variety of situations. All libraries are built in a way that emphasizes modular design on both the source and compiled level.

Max Lib started production in early 2019 as a replacement for the Colors Chromatics engine, built with a C# core, implementing the core design features of Colors Chromatics native into a vision engine, with additional features. Early in development, experimentation with modularization began as the potential for Max to be used with other engines became more evident. This core was modified several times until I took time to dedicate full time development to the project. As the project expanded, its scope has now expanded into a revolutionary gaming accessibility project.

Max Lib is now composed of two main components - a low level kernel that manages the processing of the Max Library Machine, and a high level interface layer that allows for libraries to be built that can interface directly with games. This design allows for multiple interface layers to be built to propogate the Max environment across commercial libraries. Furthermore, the open source libraries can be modified and extended to include potentially any input or output device. It releases much of the development pipeline, especially that related to accessibility, to the open source, and radically reforms how accessibility is approached in gaming. It aims to compete against commercial solutions aggressively for the accessibility marketshare and emancipate accessibility from both developer responsibility and end users being forced to deal with poor developer decisions. The unique design principles behind Max Lib can be applied to other projects, but Max Lib serves to test these development ideas before taking on more advanced projects.

links: [website][source]