22 Feb 2026
Jewel of the Dragon-King - UI Rework
Sean and I reworked most of the UI, replaced placeholders with production visuals, and my custom Unity UI components unexpectedly boosted editor FPS.
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ENGINEERING JOURNAL
Short write-ups on gameplay engineering, feature polish, and practical shipping work.
22 Feb 2026
Sean and I reworked most of the UI, replaced placeholders with production visuals, and my custom Unity UI components unexpectedly boosted editor FPS.
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20 Feb 2026
We started with simple one-button combat, then I added dash/backstab plus stronger hit feedback so fights felt less repetitive and more satisfying.
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17 Feb 2026
I built this for my own setup first, then polished and released it as a Playnite add-on for per-game PCSX2 memory cards and automatic swapping.
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10 Jan 2026
Post-release I added requested features like profiles, hotkeys, and taskbar controls while keeping ReFrame lean and removing unnecessary clutter.
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6 Nov 2025
My first fully solo Steam release, and a huge learning experience; after that groundwork, I also shipped ReFrame on Itch.
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23 Oct 2025
I joined in early 2024 and worked across UI, tooling, gameplay, and multiplayer; this October 2025 launch became my first completed commercial release in a company.
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30 Sep 2025
It started as a personal ultrawide workflow fix, evolved from Borderless Gaming Resizer, and grew into a public app now called ReFrame.
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22 Feb 2025
We took a detour from Jewel of the Dragon-King, remade an older Sean/Marc project, polished it for six months, and released it on Google Play.
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