I build RuneLite plugins, browser games, identity layers, and live dashboards for OSRS-style communities where reputation, proof, and retention matter more than feature checklists.
I do the whole loop: product idea, UX direction, technical build, launch strategy, community response, live ops, analytics, and iteration.
Current work: a RuneLite plugin with 6,500+ first-week installs that grew into the foundation of a public PvM identity layer, a browser arcade game with 6,500+ plays, and a live analytics dashboard around the plugin's adoption.
Available for remote contract work, short-term builds, and small-team engineering or product roles. Strong fit for community products, identity and profile systems, gaming tools, live dashboards, real-time web products, and integration work where the user-facing layer has to feel sharp.
A RuneLite HiScores overhaul that grew into the foundation of a public PvM identity layer. Trust-sensitive community software with live adoption and product ops attached.
Kill Clog brings boss kill counts, Collection Log progress, player lookup context, account-type rendering, and PvM flex data into a cleaner, more useful HiScores experience. It was designed around a simple product insight: OSRS players do not just want stats. They want context, progression, identity, and proof of the grind. The companion my.killclog surface turns those captures into public, shareable player pages.
I owned the full product lifecycle: concept, UX direction, technical architecture, RuneLite implementation, public launch, community messaging, feedback triage, iteration, release planning, and adoption tracking.
product work: player research · feature prioritization · UX writing · community feedback loops · trust messaging · launch strategy · release management · retention analysis · public roadmap thinking
technical work: Java · RuneLite SDK · TempleOSRS API · OSRS cache · async Collection Log capture · ironman badge rendering · custom RuneLite UI · local caching · account-type detection · tooltip systems · Plugin Hub release flow
A real-time OSRS-inspired prayer flicking arcade with raids, collectible pets, original music, public leaderboards, and server-validated scoring.
Rigour Hero was built as a complete browser game and live-service web product: deterministic combat, seeded RNG, replay validation, anti-cheat checks, account profiles, public scores, WebSocket presence, channel chat, and a security page written for skeptical OSRS players.
The project required more than game logic. It required product design, trust-building, player onboarding, community expectations, abuse prevention, progression tuning, and enough polish for players to understand it immediately without a manual.
product work: game loop design · onboarding · difficulty tuning · player trust · security communication · leaderboard integrity · community positioning · retention hooks
technical work: JavaScript · HTML5 Canvas · Node.js · WebSocket · seeded RNG · deterministic replay · server-authoritative combat · anti-cheat validation · scrypt auth · pm2 · nginx
A live analytics dashboard for tracking Kill Clog adoption across the RuneLite Plugin Hub ecosystem.
Built to turn a plugin launch into a readable public growth story: install counts, adoption trends, milestone markers, rank comparisons, UTC roll-off explanations, creator-coverage markers, and a daily refreshed Gravity Index comparing plugin momentum across the RuneLite ecosystem.
This is the product-ops layer around Kill Clog. It helps translate raw install data into a narrative: what happened, why it matters, whether retention is holding, where attention came from, and what signals suggest future growth.
product work: growth analytics · launch reporting · data storytelling · public proof assets · adoption analysis · retention framing · community signal tracking · dashboard UX
technical work: Vanilla JS · Chart.js · Node.js cron · static JSON pipelines · GitHub Actions deploy · Cloudflare DNS · localStorage · Claude-assisted summaries
Currently open to remote contract work, short-term builds, and small-team engineering or product roles.
Looking for right now:
builds where trust, identity, and adoption are the actual product, not a checklist. Community products that need a public-facing surface players will defend. Identity and profile layers. Real-time dashboards. Integration work that ties a community to a tool.
Strongest fit:
community products, gaming tools, identity and profile systems, dashboards, integrations, real-time web products, and product-minded engineering for software that has to feel sharp, fast, trustworthy, and genuinely useful.