Built in s&box

Game Development

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.

SCP Roleplay Closed Alpha

Orion SCP RP

A high-immersion SCP Foundation roleplay server built from the ground up for the long haul

Orion Networks SCP RP in-game hallway

Overview

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.

Highlights

Custom UI and mechanical systems layered on the s&box engine, not the stock sandbox tools
A leveled achievement and progression system tied to time-in-role and community involvement
No pay-to-win systems: players earn every upgrade through play
Own Discord bot for reporting and moderation tooling
s&box C# Multiplayer RP
2D Clicker Hunter Family #1

Achievement Hunter

A tiny, polished clicker where every in-game achievement is a real sbox.game achievement

Achievement Hunter cozy night-sky gameplay screenshot
Achievement Hunter mushroom mascot art

Overview

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.

Highlights

200 achievements spread across 8 categories (clicks, spend, upgrades, passive, combo, time, meta)
Deterministic, non-AI-generated icon art: a Python/Pillow pipeline draws every badge from its index
Cheap incremental evaluation via sorted per-metric cursors instead of full scans
First game in the "Hunter" family, whose cozy hand-drawn theme was ported into Roulette Hunter and Plinko Hunter
s&box C# Razor UI Python / Pillow
Idle / Casino Sim Hunter Family #2

Roulette Hunter

A cozy, hand-painted roulette table, rebuilt from a bare-bones prototype into a full Hunter-family game

Roulette Hunter painted table UI

Overview

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.

Highlights

Hand-painted table, parchment, and felt art direction generated deterministically by a custom Pillow tool
Correct European single-zero payout table and wheel order, fixed from the original prototype
Single font system (Patrick Hand) shared across the whole Hunter family for a consistent handmade feel
Sibling to Achievement Hunter and Plinko Hunter under the same studio and shared Cozy style guide
s&box C# Razor UI Multiplayer
Idle / Physics Hunter Family #3

Plinko Hunter

Drop balls, bounce through pegs, buy upgrades, prestige, repeat. Storybook plinko with real physics

Plinko Hunter title art with mushroom mascots

Overview

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.

Highlights

Real physics-driven ball drops rather than a simulated/fake RNG bounce
Manual, multi-ball, scatter, and auto-drop mechanics gated by cooldowns and an active-ball cap
Prestige currency ("Dewdrops") for permanent buffs, plus a second world with its own currency and 35 upgrades
Audio and floating-text feedback that scales pitch and size with payout size
s&box C# Physics Razor UI
Top-Down Action In Development

Hotline Terry

Hotline Miami-inspired, one-hit-kill co-op mayhem, where everyone is just a Terry in different clothes

Hotline Terry retro title art

Overview

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+.

Highlights

Host-authoritative one-hit-kill combat with ragdolls, executions, and friendly fire
Weapons as disposable loot: fixed magazines, no reloading, pick up, throw, or drop
Enemy AI with sight and hearing driving an Idle → Suspicious → Attacking → Searching state machine over NavMesh
Shared squad score, combo system, and letter grading on every floor clear
s&box C# Multiplayer Co-op NavMesh AI
Build & Battle Royale In Development

High Water

Build a boat, buy gear, then survive the flood. Last player or crew afloat wins

High Water title art
High Water in-game boat building

Overview

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.

Highlights

Full round flow (Lobby, Build, Flood, Fight, Results) with its own cash economy and weapon shop
Boat building with prop ownership, welding, refunds, and saving/loading your build
Rising water volume driving buoyancy, drowning, and a sudden-death pressure phase
Crew support, scoreboard, voting, and a Flood-specific HUD, tab menu, and onboarding flow
s&box C# Physics / Buoyancy Multiplayer