Selected work

Evidence, not decoration.

Real recordings of the architecture, interfaces and systems behind commissioned Minecraft products.

CASE 01 · REAL RECORDING

Large-scale progression architecture

A real in-game recording of a dense dependency graph designed around deliberate unlocks, comprehensible chapters and long-play pacing.

Build something at this level →
CASE 02 · REAL RECORDING

Technical questline restructuring

Recorded project evidence showing how machines, recipes and written objectives become progression players can understand.

Build something at this level →
CASE 03 · REAL RECORDING

Dangerous Horizons identity system

A real custom main-menu recording: the visual layer makes the pack feel like a finished product before the player enters a world.

Build something at this level →