p0e
A multi-medium creator, ranging from physical art pieces to digital systematic flows.
Where I see improvement or potential, I exist.
Current
In progress.
Work
A Unity WebGL grow-room game with on-chain cards and a card club nobody asked for.
what i learned
Game development is far more tedious than I imagined. I'm still happy with what I got done — my game dev days are waiting for me somewhere in the future.
Pack-Men started as a rival to Addicted. I was upset at how they marketed the game and then delivered a simulator.
The real lesson was to slow down before diving into a project. There are frameworks worth leveraging properly if you want a professional-level product.
Viewers burn a streamer's token to fire audio straight into the live stream. Soundboard, chat, and room management, wired into OBS.
what i learned
My first web3 project, and an idea I still love to this day — utility inside chaos.
A working product isn't enough on its own. Capital is required to ensure a successful launch.
Art
The first plant I grew from seed. I kept her a season, and when the last flowers went I used her shape to build a piece. A year of growth, another year of preparation.
A mirror shaped from what Sapphire left behind. First time putting glass into the work — it took a few broken mirrors and some bloody fingers to learn.
About
Some of it I make with my hands. Some of it runs on a server. The process doesn't change much.
I pick up whatever medium the idea needs and stay with it long enough to finish.