About Me

The developer behind the systems, worlds, and experiments of Before Midnight Game Studio.

About the Developer

I'm an independent developer building Before Midnight Game Studio one working system at a time. My current development work is split between creating immersive roleplay experiences in Second Life and developing original strategy and simulation projects in Unity.

I enjoy projects where many smaller mechanics connect into a larger living system. That can mean a roleplay HUD with combat, progression, crafting, businesses, emergency services, and an economy, or a zombie strategy game where survivors gather resources, organize defenses, seek shelter, and react to a growing outbreak.

Development Specialties

Gameplay systems, modular architecture, progression, inventories, crafting, combat, AI behavior, economies, data-driven content, UI workflows, and connected backend services.

Languages & Platforms

I currently work with C# in Unity, LSL for Second Life, and HTML, CSS, and JavaScript for websites and browser-based projects. My backend work has also included Google Apps Script, Cloudflare Workers, and D1 databases.

Current Projects

My main focus is divided between expanding the Trenchport RP ecosystem in Second Life and developing The First Bite, a Unity zombie outbreak strategy prototype.

How I Build

I prefer practical, modular systems that can grow without forcing the entire project to be rebuilt. Prototypes are used to test ideas quickly, while stable features are separated into focused components and services.

About the Studio

Before Midnight Game Studio is the home for my games, virtual-world systems, and interactive experiments. The studio is not limited to one genre or platform, but the projects often share an interest in atmosphere, strategy, simulation, progression, and worlds that respond to the player.

Studio Direction

The long-term goal is to keep growing from detailed Second Life systems and playable prototypes into polished standalone games for PC, mobile, and the web. The visual identity leans dark, mysterious, and game-focused, while the development philosophy remains centered on strong mechanics and interconnected systems.