Other Words for Alone AKA: OWFA
2D tile-based video game with procedural terrain generation and inhouse game engine
A self-taught developer with over five years of hands-on experience building software. I thrive on solving hard problems and learning new technologies independently.
A self-taught developer with over five years of hands-on experience
building software. I thrive on solving hard problems and learning
new technologies independently. I'm currently looking for my next
opportunity to contribute to a great team.
Im a programmer, artist, musician, and occasional photographer. (pss ! . . The picture to your
left is precisely one I took in my living room.)
I've developed tools for professional work, from calculators to notepads, although the most prominent
work I've done is with game development, which entales window management, memory control, pixel array management, and much more.
Without tooting my horn too much, I've been developing applications in Java for the past 5 years. Specifying on videogame development and computer graphics.
JavaScript, HTML, and CSS are three skills in which I'm extensively familiar with, being able to produce sites like the one you're using right now !
My most precious technological projects !
2D tile-based video game with procedural terrain generation and inhouse game engine
Video and audio downloader
Visual Spotify theme
Other Words for Alone is a two-year passion project built entirely from scratch in Java —
no external libraries, no game framework. Every system in the engine was written by hand,
from the pixel-level renderer to the physics solver.
The game has now been porter to OpenGL with the LWJGL library, utilizing the architecture of the deprecated
pixel-based renderer with OpenGL quads, allowing for shaders and huge performance gains, making this new renderer
24x more performant than the pixel-based one thanks to the utilization of the GPU.
The game is a 2D tile-based world with procedurally generated terrain, a fully simulated
lighting system, and a suite of gameplay systems including inventory, stamina, health,
and interactable entities.
It is currently heading towards a different direction, transitioning from a sandbox game to a story driven game.
The entire frame is painted into an FBO that allows for accurate fragment shader calculations. int[] pixel array backed by a BufferedImage. No OpenGL, no canvas library — raw pixel manipulation at 60 fps.
A custom light-map system computes per-pixel brightness at runtime. Light sources cast radial emissions across tiles and smoothly attenuate with distance using a falloff algorithm.
World terrain is generated procedurally using layered Perlin noise. Biomes, and elevation emerge from multiple octaves of noise blended together, producing unique maps every run.
A lightweight physics solver handles tile collision, slopes, and item interactions. Velocity, friction, and gravity are all simulated per-item each tick.
Built-in systems for inventory management, stamina, health, and entity AI. Items, tools, and interactable objects are all driven by a shared component model.
The entire engine and game shipped as a single Java project with no third-party dependencies. But CPU limitations made us transition to the use of OpenGL.
You can find the in development source code here !
Its constantly being updated and will eventually become a fully fledged story driven game !
The code is entirely made in Java with OpenGL, allowing for GPU rendering, leaving the CPU load much lighter.
Coffee Beans Deluxe is a program currently in active development tailored to the user, where they can download
videos off of Youtube and in the near future, off of almost any other mainstream
platform around !
The process to give the user the highest quality multimedia experience utilizes ffmpeg to accomplish it,
downloading separate channels of video, for it to encode them together, giving the user the
highest image and audio quality there is to offer.
This app was already developed once, but that iteration is permanently deprecated, since some libraries used
were changed to a subscription model.
Blossom is a custom made theme made with Spicetify and CSS. The theme is even featured in
the official spicetify themes repository here !
This gave me the experience of actually contributing to a major repository, where the demands were meeted as expected,
letting me get featured for my work. Spicetify allowed me to check the html
structure of spotify's app and allowed me to debug in real time, making the process much easier
The color pallette was also developed entirely by me, since I wanted to capture discord like colors to match my setup.
Who knows, maybe someone found this theme and thought it was perfect for their setup : D
You can find the in development source code here !
Its constantly being updated !
My creative works | music, 3D renders, and more.
This song got nurtured from damaging self image, present in both me, and everyone else as human beings.
Composed and produced in FL Studio, its a project completely made digitally, with the instruments spanning from
painos, to guitars, to synthesizers.
The production spanned from June 8th 2024 to July 4th 2024, making its debut on July 6th 2024 on all streaming platrforms
accompanied by a music video filmed by my friend NQS and edited by me.
The vocal performance was made by me, with pitch processing effects alongside formant shifting
Dissonant Behavior is a song about regrets, intentions, and unspoken words.
The production spanned from December 20th 2024 to August 28th 2025, making its debut on August 29th 2025 on all streaming platforms.
The vocal performance was made by me, with several layers of audio to make the vocal performance as captivating as possible.
The raw recording of the guitars is intentional, and gives in to the aesthetic of a broken environment.