now
that's what I call portfolio
Viridian Software
Huh, I guess I'm no longer just modding games!
I'm doing senior software engineer and team-leading stuff nowadays, with my main focus being porting games and helping out on in-house engine tech.
Occasionally I can be seen pushing fixes back upstream, but some open-source repos are gated behind console NDAs, so... you might not see much.
Status as of August 2025:
It's eating up all my time and energy, but it's a fun job through which I've met amazing people and am working on amazing projects!
Slay the PrincessThe Pristine Cut
porting, accessibility
House
porting, supporting localization
Bad End Theater
porting
Cooking Companions
porting
Dawngrown
porting, optimization, localization
?
porting
Defender's Quest 2
porting, optimization, supporting dev
Centum
minor porting support
Gamedev crediting can sometimes get lost or messy; these are the titles I'm allowed to mention.
past
welcome to the recycling bin
GritGene
An engine that could've been.
3D engine with C#-based editor (Avalonia) and C++ core (modern ECS).
If you want to see what it's about, its public documentation is archived at granulardocs.com - for the love of everyone's sanity, don't visit the new website.
I was responsible for implementing and maintaining user-facing features and less user-facing refactorings.
Met some amazing people, but oof ouch owie. My glassdoor hurting juice.
MonoMod
My magnum opus.
Cross-platform C# modding swiss army knife (static and runtime patcher and utils).
Used by many mod loaders, frameworks and even as the base of other libraries.
I don't have the time or energy to contribute to it actively anymore - I'd still like to rewrite the Patcher component some day, as it just won't leave my mind.
The community, most notably DaNike, is doing a great job
with continuously fixing, rewriting, and maintaining what I've left behind.
Everest
My previous main project.
Community-maintained modding API and mod loader for Celeste.
I've created it in 2018 and was its lead dev until 2022. I'm still helping out in the community whenever possible though.
I'm mostly still responsible for the OlympUI framework used by the map editor (Lรถnn), and am sometimes seen hacking on a full C# replacement to the existing mod manager.
But besides that, the community is doing a magnificent job continuing the project.
Boundary Break
Look, mom, I'm on TV!
I've created free-cam mods which were used in the following episodes:
FNADroid
Better luck next time?
Severely outdated and buggy wrapper to run games using the FNA framework on Android. Somehow people keep using it to this day.
It started as an even hackier project using a custom build of Mono to run an ancient build of FEZ with graphics bugs.
SDL2Droid-CS was created for this with the hopes that it might end up being useful for non-FNA scenarios, but it's now unmaintained too.
Android filesystem access and graphics problems somehow keep worsening each year anyway, so good luck to whoever falls down that rabbit hole next...
FNAwful
XBLIG deserved a better death.
A playground for experimenting with getting weirder XNA games to run on FNA.
It's a direct successor to XnaToFna, but cleaner and more focused on keeping Xbox 360 XNA titles alive.
I've been tinkering on it on-off for a few years now, so don't get your hopes up.
Rotonde
Sweet memories of what-could've-been.
I've contributed to the P2P microblogging network Rotonde, initiated by Devine Lu Linvega, and I might or might not have been responsible for...
- "let's semi-standardize the post format",
- "let's use IndexedDB",
- "let's move away from .innerHTML manipulation" and eventually
- "let's stop maintaining this as that other more serious DAT-powered microblog is progressing nicely"
In the end,
it might've influenced bsky a bit.
Mod the Gungeon
My first big community-driven mod loader.
Community-maintained modding API for Enter the Gungeon.
I helped with the creation of it back in 2016, but stopped contributing shortly later as university started eating my time.
It's no longer used for mod loading, yet it lives on as an API plugin for BepInEx.
FEZMod
I can't believe I've learnt C# like this.
My second ever C# project (after MonoMod) - it's a collection of smaller mods and patches for FEZ version 1.11. Some fixes made it into in FEZ 1.12, and my focus shifted on helping the Mod the Gungeon community at the time of its release.
It's very ancient and abandoned, but still worth mentioning.
In 2023, HAT was created by the community as a new FEZ modding effort.