Two projects. Each one built on the tooling and lessons from the last.
● Playable Demo — Live on itch.io
Censorbreaker
Mythspire's first shipped game. Built in ~30 days with Claude Code
and Codex handling implementation, no prior game development or
programming experience.
Breakout meets Peggle — chain-reaction scoring across 24 levels
(3 themed environments, 8 levels each) with instanced block rendering,
FMOD audio, real-time score popups via LitMotion, and a full
TypeScript HUD through OneJS. Started as a multi-mode prototype
with an Arena mode that was cut during a hard pivot to a focused MVP.
Several custom tools were built during production:
an FMOD MCP bridge (27 tools) for composing and mixing audio
directly in FMOD Studio via TCP,
custom OdinTools DeepInspect scripts built on top of the
third-party CoPlay MCP server giving agents deep access to
Unity editor state,
and an Ableton MCP bridge (77 tools) for programmatic music
creation and stem export. All built to solve specific production
bottlenecks as they appeared.
Dark atmospheric narrative game rendered through a custom ASCII-stylized
compute shader pipeline. Custom HLSL compute shaders handle glyph atlas
generation, edge detection, and luminance mapping in real-time on GPU
via URP render passes.
Targeting adaptive NPC behavior powered by frontier language models —
characters with contextual responses rather than scripted dialogue trees.
Procedural environments via Enviro 3, code-driven animation through Animancer,
Yarn Spinner narrative system, and a 52K-file FMOD spatial audio library.
Early in development.