Dependency-light
Semantic HTML, modern CSS, and only the JavaScript that earns its place. No framework and no package-manager supply chain.
Flagship project · 0.41.0-beta
Hermaeus is a native, local-first AI workspace built to keep models, context, memory, agents, and runtime behaviour visible and under your control.
Selected work · Local AI
Hermaeus is the flagship. The work around it explores how local models run, retrieve, observe, and behave when the convenient abstractions are removed.
Runtime supervision for local models: lifecycle, resources, health, and controlled access.
Local-first retrieval work that measures the machinery instead of merely wrapping it.
A controlled runner for studying what local models do in generated worlds when the answer is not quietly built into the environment.
Chaos System + games
Chaos Engine supplies the runtime. Chaos Generator supplies deterministic assets. Each game owns its rules, content and identity.
A reusable, code-first game runtime and deterministic asset pipeline in C# and .NET 10.
A mischievous cat sandbox on Moreton Island. Sprint 57 brings costumes, swimming, diving, whales and pier fishing, with new v0.57 native Windows captures.
A local-first fantasy RPG built around physical dice, a living tavern and adventures with persistent consequences.
An RC car racing and simulation game built on Chaos System, focused on believable small-scale handling and readable dirt tracks.
A physics-driven fishing and boating game on a compact Australian-style lake, built on Chaos System.
Tools + experiments
Desktop utilities, simulation, audio work, game-engine experiments, and the occasional project that started as a question worth following.
A native Rust dashboard for hardware health, thermals, diagnostics, and readable history.
A native mod manager carrying the halted Linux effort forward with substantial Creation Engine support, plus Bannerlord 2, Cyberpunk 2077, and Stardew Valley support.
A native systems programming language built around typed, authority-aware information flow, designed for humans and agents.
A native IDE for knurl., with application behaviour written entirely in knurl. and shared semantic services for humans and agents.
Real-time mechanical, fluid, and acoustic engine simulation with live diagnostics.
Extracts legally owned rhythm-game archives, converts charts and audio, and exports playable Clone Hero, YARG, or RB3 folders.
A desktop studio for managing local voice-generation workflows without hand-wrangling the environment.
An SKSE-first framework for narrated Skyrim books.
Twelve Skyrim tavern NPCs whose conversations branch on player trust and intoxication, backed by a validated content pipeline.
Xbox 360 homebrew and console software research, focused on understanding controlled modification workflows.
About
Software engineering · systems · local AI · desktop · experimentation
I build software, break assumptions, and disappear down technical rabbit holes until something useful comes back out.
My work spans local AI, developer tooling, native desktop applications, systems engineering, graphics, and experimental projects. I tend to favour understanding and owning the important parts of a system instead of reaching for another dependency by default.
I care about software that can explain itself. Build it. Use it properly. Measure what happens. Find where the assumptions were wrong. Improve it. Repeat. If something only works in a demo, or cannot survive real use and a second look, it is not done.
I’m comfortable working where the abstractions stop being helpful: performance constraints, native runtimes, file formats, rendering, and model behaviour.
Engineering posture
Semantic HTML, modern CSS, and only the JavaScript that earns its place. No framework and no package-manager supply chain.
Fast, direct, and designed to get out of the way. The work should be doing the talking.
Keyboard-first navigation, strong focus states, reduced-motion support, semantic structure, and resilient responsive layouts.