Work

Things you can
actually open.

Every consultancy claims it can build. Below is something you can run in your own browser and judge for yourself — no slides, no case-study PDF.

Demonstration · Real-time 3D

Cylindrical Tetris

Tetris played on the outside of a cylinder, in a browser, at 60fps. Built as a deliberate stress test: a project with real-time rendering, precise input timing, and enough systems depth that shortcuts would show.

Cylindrical Tetris: translucent coloured blocks stacked around a glowing cylinder on a neon grid, with score and piece-queue HUD.
Play it Opens in a new tab · keyboard required · no install, no sign-up

Under the hood

What it actually demonstrates

A game is a convenient proving ground: it has to be correct, fast, and pleasant to use at the same time, and any one of the three failing is immediately obvious.

Rendering

A full post-processing pipeline

Screen-space ambient occlusion, MSAA and FXAA, bloom, chromatic aberration, film grain, and refraction on the glass blocks — composited every frame without dropping below 60.

Input

Timing that competitive players notice

DAS and ARR key-repeat tuning and a 7-bag randomiser: the details that separate a game that feels right from one that feels approximately right. Invisible when correct.

Geometry

A playfield that wraps

Every collision, rotation, and line clear works in cylindrical coordinates, where column zero and column eleven are neighbours. Off-by-one errors have nowhere to hide.

Systems

Staged hazards on a scheduler

Meteors, gravity wells, ice-locked rows, solar flares, and cylinder rotation — each a separate module, sequenced by a stage runner rather than bolted onto the game loop.

Adaptation

It measures your machine

The first three seconds sample the frame rate and step the quality preset down if the hardware needs it, so a modest laptop gets a playable game instead of a slideshow.

Delivery

No build step at all

31 ES modules served directly, unit tested, roughly 390 KB of application code. Nothing to compile, nothing to break in a toolchain six months from now.

How it was built

One engineer. Three months. AI throughout.

This is the honest version, because it is the part that matters commercially.

  • 62 commits between March and June, alongside other work
  • AI used continuously — exploring approaches, drafting modules, working through the rotation and collision maths
  • The architecture, the game feel, and every judgement call about what was worth building are human
  • Shipped with a graphics settings panel, remappable keys, and saved progress, because unfinished software is not a demonstration

Why this matters to you. The interesting number is not that AI wrote code. It is that a project of this size and finish came from one person in three months. That ratio is what we bring to your build — and it is why a boutique practice can quote timelines that normally require a team.

Want something like this built for you?

Describe what you need. We will tell you plainly what it takes and how long it will run.

Discuss a build