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Available for Bedrock roles, Marketplace and contract work
Blurry Face profile picture

Blurry Face

Minecraft Bedrock Developer

I build production-scale Minecraft Bedrock systems, from Script API gameplay architecture and custom UI to server technology and competitive multiplayer.

3 years
Shipping Bedrock projects
Sole developer
Blurry's Java PvP, design through release
  • Script API
  • Behavior Packs
  • Resource Packs
  • JSON UI
  • Molang
  • Animation Controllers
  • Render Controllers
  • Entity Components
  • Bedrock Dedicated Server
  • Endstone

Featured projects

Bedrock systems I have designed, shipped and maintained, with the technical decisions behind them.

All projects →
Blurry's Java PvP — Minecraft Bedrock Combat Addon
MaintainedMinecraft Bedrock Combat Addon

Blurry's Java PvP

A recreation of Java Edition's 1.9 combat model on Bedrock. Timed hits, attack cooldown, sweeping edge, Java knockback and shield behaviour, shipped as a stable addon with over a million downloads.

  • Minecraft Bedrock
  • Script API
  • Behavior Packs
  • Resource Packs
  • JSON UI
  • Molang
1,024,947
Downloads on CurseForge
View case study
Paragon — Competitive Bedrock PvP Network
In DevelopmentCompetitive Bedrock PvP Network

Paragon

A competitive Bedrock PvP network on a custom multi-server architecture, with proxy-based server transfers, matchmaking, ranked play and database-backed player profiles.

  • Minecraft Bedrock
  • Script API
  • Endstone
  • Python
  • Bedrock Dedicated Server
  • Proxy Architecture
Systems built
Network not yet publicly launched
View case study

Engineering Bedrock

Bedrock does not give you most of what these projects needed. Four constraints and what I built around them.

Combat feel

Constraint. Bedrock has no attack cooldown. Its combat is click driven, while Java's 1.9 model makes damage a function of how far an attack has recharged.

Approach. Rebuilt the charge state machine in the Script API, derived its recharge rate per item, and reconciled it with the engine's own damage event so vanilla and scripted damage never double apply.

Blurry's Java PvP

HUD without a HUD API

Constraint. Bedrock exposes no custom HUD interface. An attack indicator and a saturation bar are standard Java UI with nothing to hook into.

Approach. Drew both through the resource pack UI layer, driven by the same script state that governs combat, so the display never drifts from the mechanic behind it.

Blurry's Java PvP

Compatibility as a constraint

Constraint. The easy route to Java combat on Bedrock runs through experimental toggles or a custom player.json. Both break other content.

Approach. Ruled both out and built the whole feature set from the stable scripting and resource pack surface. A smaller toolset, but the reason the addon can sit alongside other creators' work.

Blurry's Java PvP

Multi-server duels

Constraint. Bedrock has no standard proxy layer, so the multi-server pattern that makes competitive networks routine on Java does not exist.

Approach. Building a custom proxy that owns the client connection and points it at another instance, with match lifecycle and player identity moved out of server memory into MariaDB.

Paragon

About

I am a Minecraft Bedrock developer. Most of my experience comes from building and running my own projects rather than from a job, which has meant owning the whole lifecycle: design, implementation, release, bug reports from real users, and keeping things working as Minecraft changes underneath them.

Blurry's Java PvP has been my main body of work since 2023. Rebuilding Java's combat model on a platform with no attack cooldown, no sweep attack, no saturation stat and no HUD API meant writing each of those systems myself, without experimental toggles or a custom player.json, so the addon stays compatible with other people's content.

Paragon is where that work moves past addon scripting into server infrastructure: a multi-server Bedrock network with a custom proxy layer, Endstone plugins in Python, and player data in MariaDB. It is still in development, and the project page marks what is built and what is not.

I want to do Marketplace work because the constraints there are the ones I already build under: production quality, compatibility, performance, and systems someone else has to maintain.

Full experience timeline →

Technical skills

What I build with, and where each of these has actually been used.

Full breakdown →

Minecraft Bedrock

The core of my work. Gameplay systems built on the Script API and shipped as production addons.

  • Script API
  • Behavior Packs
  • Resource Packs
  • JSON UI
  • Molang
  • Animation Controllers
  • Render Controllers
  • Entity Components
  • Custom gameplay systems
  • Pack Architecture
  • Performance optimisation
  • Update compatibility

Server Development

Bedrock server technology beyond the addon layer: multi-server networks and the proxy work they require.

  • Endstone
  • Bedrock Dedicated Server
  • Proxy Architecture
  • Multi-Server Systems
  • Matchmaking
  • Networking

Programming

Languages I actually ship in.

  • TypeScript
  • JavaScript
  • Python
  • JSON

Backend & Data

Backend systems for persistent player data and multi-server infrastructure, beyond the pack runtime.

  • MariaDB
  • Persistent player data
  • Cross-server systems
  • REST APIs

Common questions

Who is Blurry Face?
Blurry Face is a Minecraft Bedrock developer. He is the creator of Blurry's Java PvP, a combat add-on with 1,024,947 downloads on CurseForge, and is building Paragon, a competitive Bedrock PvP network. He develops under the studio name Catalyst Interactive.
What does Blurry Face specialise in?
Minecraft Bedrock gameplay systems built on the Script API, behaviour and resource packs, JSON UI and Molang. His work also covers Bedrock server technology: Endstone plugins in Python, Bedrock Dedicated Server, multi-server architecture with a custom proxy layer, and player data in MariaDB.
What is Blurry's Java PvP?
Blurry's Java PvP is a Minecraft Bedrock add-on that recreates Java Edition's 1.9 combat model. It adds timed hits, an attack cooldown and indicator, sweeping edge, Java-style knockback, instant shield raising, a saturation system and offhand eating. It has 1,024,947 downloads on CurseForge, and has been actively maintained since 2023. It runs on stable Minecraft with no experimental toggles and no custom player.json, so it stays compatible with other add-ons.
What is Paragon?
Paragon is a competitive Minecraft Bedrock PvP network built across several servers rather than one world. It uses a custom proxy layer for player transfers, matchmaking and ranked play, Endstone plugins written in Python, and MariaDB for player profiles that persist across servers. It is in active development and has not publicly launched.
How does Blurry Face work around Bedrock's limitations?
Bedrock provides no attack cooldown, no sweep attack, no saturation stat and no custom HUD API, so each of those systems was written from scratch in the Script API and drawn through the resource pack UI layer. Experimental toggles and a custom player.json were ruled out because both break other creators' content, which meant building everything from the surface stable Minecraft actually exposes.
Is Blurry Face available for hire?
Yes. He is open to Minecraft Bedrock development roles, Marketplace studio work, contract development and technical collaboration. He can be reached by email at contact@blurryface.dev or on Discord as lavazoid123.
How much experience does Blurry Face have?
Three years of building, releasing and maintaining Minecraft Bedrock projects, from 2023 to the present. That experience comes from independently built products rather than traditional employment, and covers the full lifecycle: technical design, implementation, versioned releases, bug triage from a live user base, and compatibility work across Minecraft updates from the 1.21 line through 26.10.

Interested in working with me?

I am open to Bedrock development roles, Marketplace studio work, contract development and technical collaboration.

Get in touch