Total Entries: 8
Last Updated: Feb 23, 2026
Feb 23, 2026
Designing and implementing the enemy AI for LGS — a two-layer system inspired by Alien: Isolation, with a global Director for pacing and persistence, and per-robot behavior built on a state machine with vision, confidence, and hearing.
Catching up after a long gap — wrapping last semester's deliverables, picking things back up this semester, and grappling with the slow reality of building something this big.
Nov 17, 2025
I've been heads-down designing the BFT system for Lamport General Systems, which turned out to be actual system design work—making it fun, realistic, and accessible all at once is harder than I expected.
Oct 27, 2025
After nine weeks of research and development, I finally have a complete concept document for Lamport General Systems.
Oct 12, 2025
A reflection on my second year at the Pitt Games 4 Social Impact game jam, where improved planning and tight scope management led our team from last year's spectacular failure to winning an award for technical achievement with our penguin migration platformer.
Oct 9, 2025
I successfully pitched my game at the DNID Capstone Pitch event! Despite my nerves about public speaking, I prepared thoroughly and received valuable feedback from students, professors, and industry professionals about my distributed systems game concept.
Oct 8, 2025
Creating my pitch deck for the Capstone event forced me to make concrete decisions about vague ideas. The process of distilling my game concept revealed gaps in my design, particularly around the core loop, proving that presentation documents are more than just writing things down.
Oct 2, 2025
After letting ideas about distributed systems, Routine, and Alien percolate, I spent hours in stream-of-consciousness writing mode. The process of creating a concept document helped me reach a tipping point where everything clicked and now I'm obsessed with working on this project.
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