Staff Games
An AI-assisted game studio with scene editing, assets, simulation, and multiplayer tools.
I build software, write about AI, and am learning to make things that move.
Explore the projects
ALWAYSBusinesses, tools, and places to get things done.
A shared office for AI agents, with conversations, projects, tasks, and connected tools.
Pricing, calls, customer websites, and day-to-day tools for self-storage operations.
A company workspace connecting agents, shared work, and the computers they run on. Built on T3 Code.
Resume to job matches to applications, with employer replies tracked along the way.
Automated applications across Greenhouse, Lever, and Ashby. The project behind trystaff.ai.

AI should expand what people can make. Art, films, science, software, and things we haven't thought to try yet.
Read the projectPrototypes, ongoing work, and a few older projects. Some are local experiments; some are built for a particular business.
An AI-assisted game studio with scene editing, assets, simulation, and multiplayer tools.
A screen adaptation with character designs, storyboards, and production experiments.
A browser car-soccer experiment with physics, bots, and multiplayer networking.
Testing whether agents can discover missing requirements and make reliable, constrained CAD edits.
A real-estate website covering industrial, retail, office, and flex properties.
Local subagent tools, coding workflows, and reusable instructions for working with AI.
From typed specifications to CAD, printable parts, assemblies, and simulation.
An operating platform for trailer rental: dispatch, maintenance, contracts, and billing.
A screenplay workshop with persistent AI writers, scene ownership, and editorial review.
A nine-episode first-person Unity campaign adapted from a screenplay.
Block building and digging inside real streets, using Street View and building geometry.
Studies of mechanical alignment and industrial layouts. Research and simulation, with physical testing still ahead.
A 3D technical dashboard with animated subsystems and simulated telemetry.
An interactive model of a personal infrastructure node with a detachable e-ink terminal.
Quick-swap controller sleds and a common clamping base for a desk-mounted simulator.
An interactive 3D interpretation of landscape plans, paths, grading, and architectural context.
Testing whether hedged prediction-market pricing discrepancies survive real execution.
A local harness for repeatable network assessment, evidence collection, and findings management.
A media library and discovery interface with filters for genre, mood, and story structure.
A desktop launcher for workshop projects and publishing.
A dedicated finance portal alongside the storage operations platform.
A browser reconstruction of the S.S.D.D. training mission using a local retail installation.
A peer-feedback exchange for musicians, worked on from late 2023 through mid-2025.
Longer thoughts on AI, compute, geopolitics, and philosophy. Also fiction, screenplays, and the occasional detour into hardware.
Visit Per AsperaMost of my work comes back to the same question: what can one person do now that they couldn't do before?