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A lightweight toolkit for writing Minecraft plugins: items, menus, containers, and a lot of small conveniences that save you rewriting the same code. Plenty of developers I know build on it.
It started at eight years old, with Scratch, introduced by teachers at my local school. It gave me somewhere to put my ideas, and it was my first real step into programming.
From there I moved on to C++ tutorials, writing small programs that each calculated or solved one specific thing. I never quite fell for the language.
As the programs got more complicated, they got more frustrating, so I stepped away for a while. That break is what led me further into games.
Minecraft is what brought me back. I learned Java by adding new content to a game I already loved, and seeing my own work running inside it kept me going.
Servers like Hypixel and Mineplex set the bar. Wanting to build something on that level is what pushed me to start my own.
Between that and the communities I've built along the way, I'm now surrounded by people who care about this as much as I do. That's the part I'm most grateful for.
That experience opened the door to high-end client work. These days I split my time between my own projects and new opportunities. If you'd like to work together, get in touch.
A lightweight toolkit for writing Minecraft plugins: items, menus, containers, and a lot of small conveniences that save you rewriting the same code. Plenty of developers I know build on it.
A Java tool for building Minecraft resource packs quickly. Bring custom items, blocks and menus to life. Hand it some images and you're good to go.
My most ambitious project: a full Minecraft network with custom game modes, mechanics, and a set of developer tools and services behind it. Time ran out before release, but I still think about it.
A plugin that makes Minecraft fishing worth doing, with new content and quests to work through. Open source, though I haven't touched it in a while.
A recreation of a game mode from the DiamondFire server, with a handful of improvements and new features of my own. Open source on GitHub.
A mod that adds things actually worth eating: fruits, vegetables, plants, and even smoothies. The source isn't public at the moment.
An open-source plugin that sharpens up survival play, built with SMP servers in mind. A pile of small features that add up to a better game.
A Spigot plugin for custom floating text, or holograms as everyone calls them. One of my favourites to work on at the time. Built for Minecraft 1.12.2.
A festive web game that played across the United States. I built the front-end: the responsive layouts and the animation polish that gave it its cosy seasonal feel. It taught me a great deal about web development, and seeing it played nationwide made it one of my favourites.
Over 100 custom minigames wrapped in a story-driven adventure built for large-scale multiplayer. I was one of the core developers, working across gameplay systems and backend infrastructure. Easily one of the biggest things I've been part of.
Lead developer on the entire event: backend systems, mechanics, and ten custom puzzles running across eight game instances. It featured CaptainSparklez, fruitberries and BadBoyHalo, with team captains playing from an actual cruise ship, the first Minecraft event ever held on one.
Lead developer and team lead. I built the server infrastructure and custom minigames, and kept Java and Bedrock cross-play working throughout. The server peaked near 200 concurrent players and passed 1.5 million unique players.
Lead developer on the X-Craft Tournament, which made its debut on national television, broadcast to millions on ESPN and ABC News. Watching something I built go out live like that is hard to top.
I built several of the event's signature minigames and the backend systems that ran the whole thing. Streamed on Twitch with a lineup of major creators and an audience to match.
Lead developer, responsible for the minigames and the front-end mechanics behind them. Played by creators including BadBoyHalo and CaptainPuffy, and streamed live on Twitch.
I implemented a custom world format called Slime, plus several minigames and the backend behind them. The previous team had walked away from the project, so we delivered twelve minigames in three weeks, for 100 players with TheGrefg among them.