Minecraft Bedrock Addon Developer

I develop add-ons, scripting and gameplay systems for Bedrock.

Most of what I do is scripting: gameplay systems, bosses, UI logic, custom items, entities and the fixes that keep everything working properly in-game.

2019 Addon maker since
30+ Published projects
Bedrock Main platform

My work is mostly focused on scripting and gameplay logic.

I started making Bedrock add-ons in 2019. Since then I’ve worked on personal releases, commissions and team projects. I usually handle scripting, gameplay logic, UI flow, entity behavior, debugging and the fixes needed to keep a project stable as it grows.

What I actually work on

01

Bedrock Add-ons

Behavior packs, resource packs, custom items, blocks and the systems that tie an add-on together.

02

JavaScript / TypeScript

Scripts for events, combat, progression, multiplayer checks and custom gameplay mechanics.

03

Custom UI

Menus, guide books, settings, forms and UI logic made around the feature.

04

Gameplay & Entity Systems

Bosses, custom entities, attacks, interactions, progression and other gameplay systems.

05

Plugin Configuration

Configuring custom content and integrations for Nexo, ItemsAdder and HMCCosmetics.

06

Debugging & Maintenance

Finding bugs, handling edge cases, cleaning old code and updating projects without breaking existing features.

Add-ons I build and maintain

Dynamic Light addon cover

Dynamic Light

Handheld lighting for Bedrock, built around a simple idea and maintained through a lot of game updates.

Lighting • Survival • Utility
Definitive Tree Capitator addon cover

Definitive Tree Capitator

A configurable tree-cutting add-on with per-player settings, UI and several rules for how trees should be handled.

Utility • Forestry • Mechanics
Torch Offhand addon cover

Torch Offhand

Makes offhand torches useful without turning the add-on into something complicated.

Utility • Survival • Mechanics
StoneTombs addon cover

StoneTombs

A tomb system for survival worlds with player options, UI and extra behavior around death.

Survival • Death • Mechanics
Block Armor addon cover

Block Armor

Armor sets based on Minecraft blocks, with the gameplay logic needed to make each set feel different.

Armor • Equipment • Survival
Hammer Time addon cover

Hammer Time

Mining tools built around area breaking and custom hammer behavior.

Tools • Mining • Mechanics
Ore Miner addon cover

Ore Miner

A vein-mining style utility focused on making repetitive mining faster.

Mining • Utility • Mechanics
System Crossbow addon cover

System Crossbow

A set of custom crossbows with their own behavior instead of simple item reskins.

Combat • Weapons • Ranged
Life Increase addon cover

Life Increase

A progression add-on built around earning more health as you play.

Progression • Survival • Utility
Expansive Ores addon cover

Expansive Ores

One of my larger survival projects, with new ores, gear, tools and progression systems.

Mining • Ores • Progression
New Bows addon cover

New Bows

A collection of custom bows with different abilities and combat behavior.

Combat • Weapons • Ranged
Ores Dimension addon cover

Ores Dimension

Lets Overworld ores appear in other dimensions while keeping the idea straightforward.

Dimensions • Ores • Exploration
Rise of the Wyverns addon cover

Rise of the Wyverns

A larger fantasy add-on with wyverns, equipment and multiple gameplay systems working together.

Fantasy • Dragons • Survival
System Wolf Armor addon cover

System Wolf Armor

Custom armor and extra protection options for wolves.

Companions • Armor • Survival
System Wyverns addon cover

System Wyverns

Wyverns with taming, abilities and custom behavior for Bedrock.

Fantasy • Creatures • Flying

Personal plugins I worked on

Co-Founder / Owner

Hydra Team

I’m one of the co-founders of Hydra Team. On these packs I worked mainly on the code side: configs, scripting, plugin setup and making sure everything works properly in-game.

Minecraft Marketplace work

These are Marketplace projects where I worked mainly on the development side: scripting, gameplay logic, entity behavior, debugging and fixing things until they were ready to ship.

How I usually work

Figure out the mechanic

I first reduce the idea to what the player does, what can go wrong and what the system needs to remember.

Build it in-game

Then I wire the scripts, events, entities, UI and configuration together and get the first playable version working.

Test the annoying cases

Multiplayer, deaths, reconnects, spam clicking, weird timing and old worlds usually expose the bugs. I fix those before calling a feature done.

Need help with a Bedrock project?

I’m available for Bedrock scripting, addon development, existing-project fixes, gameplay systems, boss mechanics, custom interactions, UI logic, and team collaborations.