
Project Feathers
A little wild. A little weightless.
A creature-led survival game about learning one extraordinary body: fly, swim, hunt, climb, perch, and stay alive in the evolving wilds of Willowglass Reach.

I've gone all-in on game development.
47 years old, living off the Grid in the Baja desert. Doing game development by Starlink satellite. No days off. 16 hours a day. Chasing the dream.
Browse gamesFollow what is currently in development.

A little wild. A little weightless.
A creature-led survival game about learning one extraordinary body: fly, swim, hunt, climb, perch, and stay alive in the evolving wilds of Willowglass Reach.

No safe roads. Every shot spends time.
Command modular soldiers in a sun-bleached wasteland. Fight turn-based firefights with physical ballistics, explore freely between contacts, trade at Waystation Nine, craft gear, wire generators, and drive rusted vehicles across a persistent open desert.

One hero. A desert that fights back.
Start with a single soldier and an empty dune. Pour concrete, raise a Command Core, harvest Emburrn, and hold the ground against sandworms and a rival compound.
Released and publicly playable.

A match-three adventure around the world.
Swap gems, trigger cascading combos, discover rare specimens, and travel from the mines of Arizona to the lost city of Atlantis.
Smaller ideas and mechanics under test.

Build the battlefield. Break the front line.
A massively multiplayer voxel FPS where jetpack momentum, destructible terrain, player-built bases, vehicles, aircraft, and mechs collide on one persistent Martian battlefront.

Build a spellbook. Break the arena.
A fast combat prototype about expressive spell chains, rival champions, and a floating coliseum that reacts to the fight.

A survival universe built from systems, not scenery.
Travel seamlessly from ground to orbit through worlds where weather moves, gravity changes, biomes diverge, and survival is something you manufacture.

Everybody has something to fight for.
A hand-drawn 2D fighting game with a full roster, story mode, exhibition fights, local versus, distinct arenas, character voices, and fast stance-driven combat.
Short reports from active development: the experiments that worked, the systems that did not, and what each discovery changes next.
Read the complete diary
Five storefronts, an open repair bay and paths around courtyard seating make the trading settlement easier to read.

New entrances check their complete rotated footprint above sea level while preserving old saved coordinates.

A squad can disengage by moving beyond the active enemies' pursuit reach.

Rainforest lighting and ambient treatment replace the universal desert cast and dust.

Cooperative construction and earlier texture and shader preparation reduce individual loading blocks; larger freezes remain open.

Different roof structures, visible stock and a properly fitted gate sign distinguish the camp buildings.