I build the tools I wish already existed. Right now that's GangDev: web platforms, a couple of game engines I wrote from scratch, and operations tooling for the data centers I work in. I design it, write it, host it, and keep it running, which means I get to see what actually breaks and fix it myself. I've been doing this since I was a kid messing around with Minecraft command blocks, and somewhere along the way it stopped being a hobby.
I grew up homeschooled in Pleasant Grove, Utah with a tight family, kind of in our own world. Minecraft with my family at eight, command blocks by eleven, running servers at twelve, datapacks at fifteen, GangDev at seventeen.
My dad got me into all of this. Chris Hansen. He created FX.php and open-sourced it when he could've charged for it. He helped me set up my first GitHub repo, my first Linux instance, my first Minecraft world. I wanted to make things the way he did.
I code because I can make things that don't exist. Games I couldn't play, tools I didn't have. GangDev turned into something bigger when my dad got his last cancer diagnosis. I didn't have the tools or knowledge to fix what was happening, and that stuck with me. Now I'm trying to solve as many problems as I can, and these tools give me better control over how I spend my time doing it.
Every job I've had feeds back into what I build. In-N-Out paid for infrastructure, mechanic work got my adult life going, data center tech got me into the industry, and each one showed me tools that don't exist yet. DCOPS came from logistics deficiencies, Candor came from productivity struggles while working full-time.
No degree. I code for fun more than anyone I've met, and I didn't need a paper to prove I can be consistent. Five years from now I want to be self-sufficient, married to my girlfriend Jalyn, in a house I designed and built, always making things.
What I work in, and what I reach for.
Side projects, engines, and experiments I build in my free time.
Multiplayer game engine from scratch. WebSocket gateway, Perlin terrain, tile-based world gen, real-time state sync.
open 02 engineCustom 2D engine. Canvas rendering, rigid-body physics, input mapping, entity lifecycle.
open 03 gameFrame-data combat. Hitboxes, hurtboxes, combo strings, knockback, all built on the custom engine.
open 04 toyOne button. One roast. Click and get destroyed.
open 05 toolMinecraft mass forceload generator. Bypasses the 256-chunk-per-command cap.
open