A public record of what happens to people at South African public offices, one first-person account at a time, each tied to the office that has to answer for it and phone-verified where the author chooses. When enough accounts describe the same thing, they escalate into a campaign — petitions, pledges, open letters — so the demand follows the evidence rather than replacing it. Everything is free until March 2027; after that, campaigns are paid through Paddle, with Payfast built for South Africans without an international card. Laravel and Livewire, around 840 tests.
An idle space game that runs entirely in the browser, with offline earnings, a prestige loop, and a map of the solar system that scales by real distance. The engine is zero-build vanilla JavaScript and works with no server at all; an optional Laravel API adds accounts, cloud saves and a season pass sold as a one-time purchase, without the game ever waiting on it. Live at stellardrift.app with Paddle taking payment on the web; a Capacitor shell wraps the same files for Android, where purchases go through Google Play instead.
Short, practical video lessons — teach one useful thing in five minutes. The audience runs from children through teachers to adults, so clarity and large touch targets matter more than density. Publishing is free on every plan; a subscription buys unlimited watching. Laravel, Livewire and Cashier with Paddle as merchant of record, around 280 tests. Built and tested, and not hosted anywhere yet.
This site. A terminal-inspired portfolio with a working console, and a project builder that turns a vague enquiry into a real brief — pick a base layout, a palette and the blocks you want, drag them into the order that matters to you, and it arrives as something worth quoting on. Packages are sold through Paddle as merchant of record.
Quiet card and tile games for the audience the casual-games market treats worst — the people currently sold Solitaire wrapped in three adverts a hand, a countdown timer, and 11px type on a screen held at arm's length. No adverts, no timers, no accounts, no network. Large by default rather than large as a setting: 20px body text, 64px touch targets, AAA contrast. Twenty-eight games across cards, tiles, puzzles and board, every one playable and every one with a hint, plus hand-picked challenge packs, themes and a high-contrast mode. It runs off disk in a browser and as a Windows program; the shop that sells it is built and waiting on a price.
Ten people come up out of a sealed bunker onto a world a catastrophe emptied centuries ago, overgrown and quiet, and start again from stone tools: find, salvage, understand, build. No bosses — every gate is an engineering problem, cold or water or bad air, and a player who never fires a weapon can reach everything. Building is real parts rather than blocks: sills, joists and boards cut to size, carried and fixed. Smooth voxel terrain meshed on worker threads, fire, tools, power and water networks, and the game running as a client of its own local server, in around 34,000 lines of GDScript under some 2,600 headless checks. Headed for persistent online servers that run for years.
Themes for a phone and for the apps on it, where every part — icons, colours, wallpaper, widgets, layout — applies on its own, to every app or just the ones you choose. No phone lets one app restyle another, so it is honest about where each layer can reach: the home screen through the stores, the web versions of apps through browser extensions, and inside the real apps only on a rooted phone. Designed, not yet built.
A background agent that watches the machine it is installed on and writes the day down: powered on at 08:12, an hour and 48 in the editor, internet dropped for 90 seconds at 14:03, display driver reset at 21:40. One markdown file per day on top of a local encrypted database. Local-first by design — the log is the kind of thing that should never need to leave the machine to be useful.
A Godot design blueprint for a survival RPG with companion synergies, progression systems, and layered world logic. Still on paper, and a lot of its thinking fed into Stellar Drift.
My work combines product delivery, hands-on web development, and calm operational execution across technical and field-facing environments.
I’m open to a wide range of practical work, from web builds and systems support to
product-style projects that need a clear, solid approach. My focus is software.
ToolsetLaravelLivewireTailwindMySQLGodotGame & systems work
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