About Me
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.
Skills
What I actually work on
Bedrock Add-ons
Behavior packs, resource packs, custom items, blocks and the systems that tie an add-on together.
JavaScript / TypeScript
Scripts for events, combat, progression, multiplayer checks and custom gameplay mechanics.
Custom UI
Menus, guide books, settings, forms and UI logic made around the feature.
Gameplay & Entity Systems
Bosses, custom entities, attacks, interactions, progression and other gameplay systems.
Plugin Configuration
Configuring custom content and integrations for Nexo, ItemsAdder and HMCCosmetics.
Debugging & Maintenance
Finding bugs, handling edge cases, cleaning old code and updating projects without breaking existing features.
Personal Work
Add-ons I build and maintain
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
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
Makes offhand torches useful without turning the add-on into something complicated.
Utility • Survival • Mechanics
StoneTombs
A tomb system for survival worlds with player options, UI and extra behavior around death.
Survival • Death • Mechanics
Block Armor
Armor sets based on Minecraft blocks, with the gameplay logic needed to make each set feel different.
Armor • Equipment • Survival
Hammer Time
Mining tools built around area breaking and custom hammer behavior.
Tools • Mining • Mechanics
Ore Miner
A vein-mining style utility focused on making repetitive mining faster.
Mining • Utility • Mechanics
System Crossbow
A set of custom crossbows with their own behavior instead of simple item reskins.
Combat • Weapons • Ranged
Life Increase
A progression add-on built around earning more health as you play.
Progression • Survival • Utility
Expansive Ores
One of my larger survival projects, with new ores, gear, tools and progression systems.
Mining • Ores • Progression
New Bows
A collection of custom bows with different abilities and combat behavior.
Combat • Weapons • Ranged
Ores Dimension
Lets Overworld ores appear in other dimensions while keeping the idea straightforward.
Dimensions • Ores • Exploration
Rise of the Wyverns
A larger fantasy add-on with wyverns, equipment and multiple gameplay systems working together.
Fantasy • Dragons • Survival
System Wolf Armor
Custom armor and extra protection options for wolves.
Companions • Armor • Survival
System Wyverns
Wyverns with taming, abilities and custom behavior for Bedrock.
Fantasy • Creatures • FlyingHydra Team / MCModels
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.
HYDRA / MCMODELS
Spectre Bound Equipment
I worked on part of the code and config setup for the equipment and how it works in-game.
Available on MCModels Code / Config
HYDRA / MCMODELS
Eternal Weapons and Armor Set
I worked on the code and config side needed to set the pack up properly in-game.
Available on MCModels Code / Config
HYDRA / MCMODELS
Void Colossus Pack
I worked on the code, config and in-game setup for the pack.
Available on MCModels Code / Config
HYDRA / MCMODELS
Abyss Knight Weaponry
I handled the config side and part of the code setup for the pack.
Available on MCModels Code / Config
HYDRA / MCMODELS
Jadeite Weapons Pack
I worked on the setup and config side so the weapons work correctly with the supported plugins.
Available on MCModels Code / Config
HYDRA / MCMODELS
Drako Weaponry Pack Vol. 1
I worked on the config and in-game setup for the pack.
Available on MCModels Code / Config
HYDRA / MCMODELS
Heavy Iron Equipment
I fully handled the config side for the supported plugins and their in-game setup.
Available on MCModels Code / Config
HYDRA / MCMODELS
Hydra Ultra Pack v1
This bundle includes several Hydra packs I worked on from the code and config side.
Available on MCModels Code / Config
HYDRA / MCMODELS
HeartFlame Pack
I worked on the config and in-game setup for this pack.
Available on MCModels Code / ConfigClient Work
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.
Boss Expansion
I worked on boss logic, combat behavior, scripting, testing and fixes for the encounters.
Code Contribution • Scripting • Boss Gameplay
Mythic Mobs
I contributed to creature behavior, combat systems, scripting and debugging across the add-on.
Code Contribution • Scripting • Entity Gameplay
Titanium Ore
I worked on scripting and gameplay implementation for tools, equipment and survival mechanics.
Code Contribution • Scripting • Equipment Systems
RLCraft Bedrock Edition
I contributed code and gameplay implementation for the Bedrock release, including fixes and testing.
Code Contribution • Scripting • Survival SystemsWorkflow
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.
I take scripting work, add-on development, bug fixes, gameplay systems, bosses, custom interactions, UI logic and team projects.
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.