I'm 21 years old, and I develop mods and games. I've been involved in game development for over 5 years now. I've worked on a variety of projects within game development, as well as in the areas of machine learning and data analysis.
I have written numerous mods over the past four years, most of them for the game Garry's Mod. In the past, I have helped many people develop mods for Garry's Mod and have also served as the lead developer on semi-commercial projects, such as servers for the gaming community Gaming Interactive. As a team, we worked not only on custom gameplay systems for our servers but also on maps and other custom content.
You can see some of the projects and systems below!
For one of the projects, I developed an in-game Air Traffic System that allowed players to control all aircraft and spaceships. Like all other mods for the game, it was entirely written in Lua. It utilized a custom 2D plane within a 3D space, enabling UI text to be drawn directly in the game world rather than just within a traditional UI, creating a more immersive experience. The system assigned each aircraft a unique transport ID and allowed players to approve or deny takeoff and landing requests. Players could also request takeoff and landing permissions, and an emergency shutdown button was available for critical situations.
For a similar project, I was tasked with creating an in-game Medal System. Players could earn medals through events or by achieving higher ranks. On the backend, the system used Lua for both server-side and client-side code, while the server's default SQLite database was used to store medal IDs. Equipped medals were also visible to other players, serving as a motivation system to encourage player engagement.
A few years ago, Gaming Interactive transitioned away from the DarkRP gamemode to develop larger servers that could utilize resources more efficiently. We chose the Helix framework as our foundation. Leveraging my experience with Garry's Mod and networking, I developed a comprehensive library of systems and plugins for the next generation of Helix-powered servers. These tools are still in use across all of Gaming Interactive's Helix-based projects. To date, Gaming Interactive has released three major projects where my code plays a crucial role in the infrastructure.
Released with the following vision:
"This is a humble attempt to roughly recreate New Providence Island and its only town, Nassau, during the early 18th century—shortly after the British Empire regained control of the island."
This map was created for a pirate-themed server that is still in development at Gaming Interactive. I contributed to the mapping team by designing numerous buildings and creating a model of the church, inspired by the actual church in Nassau. The map utilized assets from Counter-Strike: Global Offensive and was built using Hammer, the default map editor of the Source engine. Extensive research went into its development, including reaching out to Nassau's local government for additional historical details.
You can check out the 3+ hour livestream by LAlexander here.
"Consistently demonstrated an exceptional understanding of programming and game design, significantly contributing to
both our past and present gaming projects. His problem-solving skills saved the technical team at Gaming Interactive
over 50 hours of debugging while also providing optimized solutions for a new server framework."
— Julius, Co-Owner of Gaming Interactive
I didn't just develop mods for Garry's Mod I also created smaller projects in various game engines.
I spent some time working with Unity and Unreal Engine, but for all my actual prototypes, I used Godot.
Additionally,
I worked on a web-based game!
In January 2022,
Max and I started working on a web-based IO game.
We were inspired by games like
Stronghold Crusader
and other IO games such as
Agar.io and
Skribbl.io. Our goal was
to create an easy-to-pick-up RTS that could be played in a browser.
My role was to develop the client, while Max worked on the server. The client was built using
Svelte and utilized the
browser's standard Canvas API. The server was written in Go, and communication between the client and server was
handled through WebSockets.
This video showcases the syncing process.
The assets were created by Kenny.
Max and I participated in the Godot Wild Jam. The theme of the jam was "ASSEMBLY REQUIRED." Unfortunately, we didn't finish in time, but we made significant progress. The game's objective was to control an old submarine while constantly managing its engine and hydraulic systems. The main goal was to reach a remote research station to deliver much-needed supplies. Our design focus was to create an immersive atmospheric horror experience, evoking feelings of abandonment and lost hope.
Right now, I'm working on a hexagon-based strategy game. I drew inspiration from RimWorld since the games I enjoy most are those that make the player feel like part of a simulation rather than the central focus. My goal is to create a fun yet complex real-time strategy game with multiplayer in mind. I'm designing simple yet powerful simulation systems, and currently, I'm finalizing the map generation. The planet size and hexagon density are fully configurable through an in-editor system. Everything is being developed in GDScript.
I also worked on a tropical exploration game with the project title JungleGame. Max and I were primarily interested in exploring the procedural generation capabilities of the Godot Engine. This was my first attempt at creating low-poly, PS1-style assets. All textures were sourced from TEXTURER and were made using real-life images, scaled down to 548 x 548 pixels to achieve the distinct PS1 aesthetic. We also developed a clip-map system that follows the player, enabling infinite level generation based on noise textures.