Woodblock · indigo and vermillion, gouged black line, paper grain
Sumi
Ink and Steel
Action-adventure 2D samurai brawler, late-Edo woodblock.
Directed, not hand-written. Each one was a bet on something I could not fake my way through: generative art that has to animate and not just look good, a display layer that turns the monitor into a window, a fighter that had to survive an agent doom loop, a renderer that has to stand thirty-year-old Doom map data up in 3D, a tactics game that hands you one of its own soldiers to fight in first person, a kart racer with a campaign, weapons, and a track editor whose tracks have to close before they race, a beat 'em up that throws Sumi's samurai at everyone else's enemies, and a deckbuilder whose one mercy is replaying the fight that just ended the run. They are prototypes, and I am saying so up front. All eight play in the browser.
Woodblock · indigo and vermillion, gouged black line, paper grain
Ink and Steel
Action-adventure 2D samurai brawler, late-Edo woodblock.
Arcade window · depth, horizon, one eye closed and a lean
Head-tracked rail shooter
3D head-tracked rail shooter. Monitor as a window.
Fighter cabinet · steel on sun-warmed sandstone, khanda against battle-axe
Khanda vs Katana
2.5D weapon fighter, twelve researched cultures, one blade each.
Cyber-industrial · cyan and magenta panel light over Doom brick
WAD in, WebGL out
Fully rendered first-person shooter. Classic Doom WADs convert straight into it.
Hellfront dust · silhouette command readability
Neon rail · grounded graybox catcher
Three.js · side-on stages · woodblock meets neon
Neon back-street · 3D stage up top, DOM cards underneath
Maze runners, FPS prototype, and platformer experiments. Not full games yet, still fun to check out.