3ย weeks, 6ย days ago
About
I'm an independent developer with a background spanning electronics manufacturing, engineering, software development, game modding, and simulation.
My route into game development has been a bit unconventional. I started out working with electronics and manufacturing, where I developed an interest in understanding how complex technical systems fit together and how individual components interact to produce a larger result. That systems-oriented mindset eventually followed me into software and game development.
A major part of my development history has been the Kerbal Space Program modding community. I've been involved with KSP modding for many years, particularly around BD Armory and related simulation systems, and I was part of the BD Armory Continued development group.
My work during that period went well beyond simply adding content to a game. I became increasingly interested in the software and simulation systems underneath the content: weapons and targeting systems, radar and detection, stealth mechanics, shields, active camouflage, AI behavior, environmental interactions, and other systems that had to operate together inside a constantly changing simulation.
Projects such as DCK FutureTech, OrX, and OrX Kontinuum became part of that progression. They gave me years of experience designing, maintaining, debugging, and extending systems inside an existing game engine and working with the constraints that come with mod development.
One of the things I learned from that experience is that I enjoy building the machinery behind a simulation just as much as building the visible game itself.
That eventually led me to Godot, where I'm now developing A Measure of Warmth (AMoW).
AMoW is a systems-driven simulation built around NPC needs, perception, awareness, influence, decision-making, action, social interaction, and emergent behavior. I'm interested in creating systems that interact with one another rather than hard-coding every possible outcome. The goal is to give individual NPCs enough internal state and environmental awareness that larger patterns of behavior can emerge from their interactions.
I'm also developing ATUM โ Architecture for Thought, Understanding & Memory, an experimental, model-independent architecture for AI memory, knowledge, provenance, and reasoning. ATUM grew naturally out of the same question that has interested me throughout my development history: how do you build systems where individual pieces retain enough context and relationships to produce something more complex than the sum of their parts?
So while my current work is increasingly focused on AI, simulation, and emergent behavior, the underlying theme has remained fairly consistent throughout my development history:
I like building systems, understanding how they interact, and finding out what happens when you let those systems run.
I'm particularly interested in simulation, AI behavior, emergent systems, procedural and systemic storytelling, game architecture, tools development, and the intersection between relatively simple rules and unexpectedly complex behavior.
Highlights
Hi Toushif,I came across your post about BALANCE and the systems-driven approach immediately caught my attention.I'm a game developer, programmer, and systems designer with a faโฆ
3ย weeks, 6ย days ago