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420 kc

I build community software where trust, identity, and adoption are the product.

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.

featured work

Kill Clog live · RuneLite Plugin Hub

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

Rigour Hero live · web arcade

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

Kill Clog Adoption Tracker live · analytics dashboard

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

stack

languages
JavaScript, Java, Python, Bash
frontend
Vanilla JS, HTML5 Canvas, CSS, responsive UI, real-time dashboards, product-focused UI, public-facing analytics, interactive charting
backend
Node.js, WebSocket systems, REST API design, JSON-on-disk data pipelines, cron-driven automation, server-side validation, lightweight service architecture
game development
Tick-based simulation, deterministic replays, seeded RNG, server-authoritative combat, anti-cheat validation, combat hooks, progression systems, loot tables, encounter design
plugin development
RuneLite SDK, Plugin Hub release flow, async cache lookups, Collection Log capture, custom UI rendering, account-type detection, local caching, player lookup tools
product and operations
Product ownership, roadmap planning, feature prioritization, community feedback triage, launch strategy, support loops, trust messaging, adoption tracking, retention analysis, public changelog writing
community and growth
OSRS community positioning, Reddit launch strategy, Discord feedback loops, player-facing copy, screenshot-driven proof assets, creator-signal tracking, community trust building
infrastructure
Hetzner VPS, nginx, virtual hosts, CSP, basic auth, redirects, Cloudflare DNS, pm2, cron jobs, GitHub Actions, Telegram bots
tools
git, GitHub CLI, esbuild, Chart.js, Sortable.js, Playwright e2e, Claude-assisted development, custom Python automation

contact

email dyl@420kc.dev
github github.com/420kc
discord discord.gg/3BExtQWS
location remote only

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.