Outside of product management, I design and build games solo in s&box, Facepunch's Source 2 engine platform. I've built cozy idle games, serious roleplay servers, and top-down action games.
A high-immersion SCP Foundation roleplay server built from the ground up for the long haul
Orion SCP RP is a serious-roleplay server set within the redacted halls of Site-██, where players take on roles ranging from containment personnel to the anomalous entities they study. Built under the Orion Networks brand, the project departs deliberately from the recycled SCP-RP formula. Custom UI systems and a robust mechanical framework build a living, believable world that rewards progression and long-term involvement over chaos.
A tiny, polished clicker where every in-game achievement is a real sbox.game achievement
Click the big button, earn points, buy upgrades, and hunt 200 achievements, each with its own procedurally generated icon. It's UI-first, no 3D world, no physics, no map, just a hand-drawn cozy clicker loop. Every one of the 200 local achievements is a 1:1 mirror of an official sbox.game achievement, so unlocking one in-game unlocks the real thing on the platform.
A cozy, hand-painted roulette table, rebuilt from a bare-bones prototype into a full Hunter-family game
Roulette Hunter began life as a one-file roulette prototype with no persistence, a mislabeled wheel, and fictional "multiplayer." It's being rebuilt into the second game in the Hunter family: a hand-painted wooden table with parchment cards, felt betting layout, and painted chips, carrying over only the correct European payout math and red/black table from the original. Everything else is new: state machine, save/load, stats, achievements.
Drop balls, bounce through pegs, buy upgrades, prestige, repeat. Storybook plinko with real physics
The third game in the Hunter family: drop balls from a hand-drawn paper board in a wooden frame, watch them bounce through real s&box physics, and land in multiplier slots worth 0.2x to 1000x. Payouts fund an upgrade tree of roughly 75 items across two worlds, plus a prestige loop that converts progress into permanent buffs and unlocks a second, molten-themed world.
Hotline Miami-inspired, one-hit-kill co-op mayhem, where everyone is just a Terry in different clothes
A top-down, one-hit-kill action game built for drop-in/drop-out co-op up to 4 players, inspired by Hotline Miami. Player, enemy, civilian: every character is the same s&box citizen model in different clothes. The design goal is turning messy failure into a perfect run: fast input, instant death, instant restart. Any death, yours or a teammate's stray shot, resets the floor for the whole squad, and every run gets graded F through A+.
Build a boat, buy gear, then survive the flood. Last player or crew afloat wins
High Water is a Flood gamemode built on top of the Facepunch sandbox base, keeping the familiar spawn menu, physgun, toolgun, props, and weapons instead of replacing them. Players get a build phase to buy props, weld a boat together, and spend cash on gear. Then the water rises. Once everyone is floating, the fight starts, and the last player or crew still above water wins.