HIGH WATER
A physics brawler where the building is the other enemy. Built in Godot in one jam week with a studio of about twenty named AI agents; a talk and an archive of the decision boards document how.
I write about roleplaying games, game design and AI, and sometimes rationality. I work at PlayInsight Studios and help run Pro Ludens.
A physics brawler where the building is the other enemy. Built in Godot in one jam week with a studio of about twenty named AI agents; a talk and an archive of the decision boards document how.
Counting grain kernels from one phone photo, for thousand-kernel weight and the seed drill. Built by Team Goldpfanne at the Tausendkorn hackathon.
A multi-system tabletop RPG reference built for humans in a browser and agents over HTTP: searchable SRDs, price ledgers, spell databases and seeded random tables.
A Language Large & General — 3:10
experiments with opus 5.5 and video.
Testing and playing around with more automated video production pipelines.
A jam brawler built in one week by me and about twenty named AI agents: what we made, how the studio was organised, and why we got disqualified.
A 78-second Throne and Wheel trailer made with Opus 5.5: iterations, storyboarding and selection.