Skip to content

Skills

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


Minecraft Bedrock

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

  • Script API
    Combat, saturation and config systems in Blurry's Java PvP
  • Behavior Packs
    Entity, item and event architecture across all projects
  • Resource Packs
    Attack indicator and saturation HUD rendering
  • JSON UI
    Custom HUD and interface work within Bedrock's UI layer
  • Molang
    Expression-driven animation and conditional behaviour
  • Animation Controllers
    State-driven entity and item behaviour
  • Render Controllers
    Custom visual state on entities and items
  • Entity Components
    Data-driven entity definitions in behaviour packs
  • Custom gameplay systems
    Attack cooldown, sweeping edge, knockback, shields, offhand
  • Pack Architecture
    Reusable structure shared across addon and server projects
  • Performance optimisation
    Event-driven combat logic and scoped entity queries
  • Update compatibility
    Maintained from the 1.21 line through Minecraft 26.10

Server Development

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

  • Endstone
    Server-side plugin development for Paragon
  • Bedrock Dedicated Server
    Running Paragon instances
  • Proxy Architecture
    Custom proxy layer for player transfers in Paragon
  • Multi-Server Systems
    Lobby, duel and ranked instance topology
  • Matchmaking
    Queueing and instance allocation in Paragon
  • Networking
    Connection handling and server transfer failure cases

Programming

Languages I actually ship in.

  • TypeScript
    Script API gameplay systems
  • JavaScript
    Bedrock scripting runtime
  • Python
    Endstone plugins and Paragon backend services
  • JSON
    Behaviour, resource and UI definitions across every pack

Backend & Data

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

  • MariaDB
    Player profiles, ratings and stats in Paragon
  • Persistent player data
    Cross-server profile and progression state
  • Cross-server systems
    State shared between lobby, duel and ranked instances
  • REST APIs
    Service boundaries between proxy, servers and data layer

Tools & Workflow

What the day-to-day build and release process runs on.

  • Git
    Version control across all projects
  • Node.js
    Build tooling for pack development
  • Blockbench
    Model and animation authoring
  • Release management
    Versioned CurseForge and MCPEDL releases since 2023
  • Bug triage
    Player-reported issues into targeted fixes