Info

(function () { if (window.__candlePortraitVideoHoldDissolveLoaded) return; window.__candlePortraitVideoHoldDissolveLoaded = true; const targetId = "image15"; const portraitVideoUrl = "https://msdysphoria.github.io/Personal-Storage/Texture/Portrait.mp4"; const heartbeatUrl = "https://msdysphoria.github.io/Personal-Storage/UI%20Sound/Heart.ogg"; const heartbeatLoopStart = 0; const heartbeatLoopEnd = null; let target = null; let frame = null; let frameRect = null; let rectDirty = true; let portraitVideo = null; let audioContext = null; let gainNode = null; let heartbeatBuffer = null; let heartbeatSource = null; let heartbeatUnlocked = false; let heartbeatActive = false; let loadingHeartbeatPromise = null; let mouseX = -9999; let mouseY = -9999; let revealRaf = null; let wasUsable = false; let currentTargetVolume = 0; let pointerDown = false; let insideFrame = false; let videoTimer = null; let videoPlayedThisEntry = false; function isOtherworldEnabled() { return ( window.otherworld === true || document.body.classList.contains("otherworld-enabled") || document.documentElement.classList.contains("otherworld-enabled") ); } function isUsable() { return isOtherworldEnabled() && document.body.classList.contains("candle-cursor-active"); } function getCssNumber(name, fallback) { const value = getComputedStyle(document.documentElement).getPropertyValue(name).trim(); const parsed = parseFloat(value); return Number.isFinite(parsed) ? parsed : fallback; } function clamp01(value) { return Math.max(0, Math.min(1, value || 0)); } function lerp(a, b, t) { return a + (b - a) * t; } function getMinVolume() { return getCssNumber("--portrait-heartbeat-volume-min", 0); } function getMaxVolume() { return getCssNumber("--portrait-heartbeat-volume-max", 0.5); } function getFadeDurationSeconds() { return Math.max(0.01, getCssNumber("--portrait-heartbeat-fade-duration", 2000) / 1000); } function getBoundaryExtraX() { return getCssNumber("--portrait-heartbeat-boundary-extra-x", 80); } function getBoundaryExtraY() { return getCssNumber("--portrait-heartbeat-boundary-extra-y", 80); } function getVideoHoldDelay() { return Math.max(0, getCssNumber("--portrait-video-hold-delay", 9000)); } function createAudioContext() { if (audioContext) return audioContext; audioContext = new (window.AudioContext || window.webkitAudioContext)(); gainNode = audioContext.createGain(); gainNode.gain.value = 0; gainNode.connect(audioContext.destination); return audioContext; } function rampHeartbeatTo(volume, stopAtEnd) { if (!gainNode || !audioContext) return; volume = clamp01(volume); const now = audioContext.currentTime; const duration = getFadeDurationSeconds(); gainNode.gain.cancelScheduledValues(now); gainNode.gain.setValueAtTime(gainNode.gain.value, now); gainNode.gain.linearRampToValueAtTime(volume, now + duration); if (stopAtEnd) { window.setTimeout(function () { if (currentTargetVolume === 0) { stopHeartbeatLoop(); } }, duration * 1000 + 60); } } async function loadHeartbeatBuffer() { if (heartbeatBuffer) return heartbeatBuffer; if (loadingHeartbeatPromise) return loadingHeartbeatPromise; loadingHeartbeatPromise = (async function () { const context = createAudioContext(); const response = await fetch(heartbeatUrl); const arrayBuffer = await response.arrayBuffer(); heartbeatBuffer = await context.decodeAudioData(arrayBuffer); return heartbeatBuffer; })(); return loadingHeartbeatPromise; } function startHeartbeatLoop() { if (!heartbeatBuffer || heartbeatSource || !audioContext || !gainNode) return; heartbeatSource = audioContext.createBufferSource(); heartbeatSource.buffer = heartbeatBuffer; heartbeatSource.loop = true; heartbeatSource.loopStart = heartbeatLoopStart; heartbeatSource.loopEnd = heartbeatLoopEnd || heartbeatBuffer.duration; heartbeatSource.connect(gainNode); heartbeatSource.start(0); } function stopHeartbeatLoop() { if (!heartbeatSource) return; try { heartbeatSource.stop(); } catch (error) {} try { heartbeatSource.disconnect(); } catch (error) {} heartbeatSource = null; } function setHeartbeatVolume(volume) { volume = clamp01(volume); if (Math.abs(volume - currentTargetVolume) < 0.01) return; currentTargetVolume = volume; rampHeartbeatTo(volume, volume === 0); } async function startHeartbeat(volume) { heartbeatActive = true; if (!heartbeatUnlocked) return; createAudioContext(); if (audioContext.state === "suspended") { await audioContext.resume(); } try { await loadHeartbeatBuffer(); } catch (error) { return; } if (!heartbeatActive) return; startHeartbeatLoop(); setHeartbeatVolume(volume); } function stopHeartbeat() { if (!heartbeatActive && currentTargetVolume === 0) return; heartbeatActive = false; currentTargetVolume = 0; if (!heartbeatUnlocked || !gainNode || !audioContext) return; rampHeartbeatTo(0, true); } async function unlockHeartbeat() { heartbeatUnlocked = true; document.removeEventListener("pointerdown", unlockHeartbeat, true); document.removeEventListener("keydown", unlockHeartbeat, true); createAudioContext(); if (audioContext.state === "suspended") { await audioContext.resume(); } try { await loadHeartbeatBuffer(); } catch (error) {} } document.addEventListener("pointerdown", unlockHeartbeat, true); document.addEventListener("keydown", unlockHeartbeat, true); function createPortraitVideo() { if (!frame) return null; let video = frame.querySelector(".portrait-reveal-video"); if (!video) { video = document.createElement("video"); video.className = "portrait-reveal-video"; video.src = portraitVideoUrl; video.muted = true; video.loop = false; video.playsInline = true; video.preload = "auto"; video.setAttribute("muted", ""); video.setAttribute("playsinline", ""); video.setAttribute("aria-hidden", "true"); frame.insertBefore(video, frame.firstChild); } video.loop = false; portraitVideo = video; return portraitVideo; } function bindTarget() { target = document.getElementById(targetId); if (!target) { frame = null; frameRect = null; rectDirty = true; portraitVideo = null; return false; } frame = target.querySelector(".frame") || target; frameRect = null; rectDirty = true; createPortraitVideo(); return true; } function updateRect() { if (!frame) return null; if (rectDirty || !frameRect) { frameRect = frame.getBoundingClientRect(); rectDirty = false; } return frameRect; } function markRectDirty() { rectDirty = true; } function resetReveal() { if (!target) return; target.style.setProperty("--portrait-x", "-9999px"); target.style.setProperty("--portrait-y", "-9999px"); } function isCursorInsideFrame(rect) { if (!rect) return false; return ( mouseX >= rect.left && mouseX <= rect.right && mouseY >= rect.top && mouseY <= rect.bottom ); } function clearVideoTimer() { if (!videoTimer) return; clearTimeout(videoTimer); videoTimer = null; } function resetVideoEntryState() { clearVideoTimer(); videoPlayedThisEntry = false; } function stopPortraitVideo(reset) { clearVideoTimer(); if (!portraitVideo) return; if (!portraitVideo.paused) { portraitVideo.pause(); } if (reset) { try { portraitVideo.currentTime = 0; } catch (error) {} } } function playPortraitVideoOnce() { if (!portraitVideo || videoPlayedThisEntry) return; videoPlayedThisEntry = true; try { portraitVideo.currentTime = 0; } catch (error) {} portraitVideo.play().catch(function () {}); } function scheduleVideoHoldIfNeeded() { if (!portraitVideo) return; if (!isUsable()) return; if (!pointerDown) return; if (!insideFrame) return; if (videoPlayedThisEntry) return; if (videoTimer) return; videoTimer = setTimeout(function () { videoTimer = null; const rect = updateRect(); insideFrame = isCursorInsideFrame(rect); if (!isUsable() || !pointerDown || !insideFrame || videoPlayedThisEntry) { return; } playPortraitVideoOnce(); }, getVideoHoldDelay()); } function updateVideoHoldState(rect) { const nowInside = isCursorInsideFrame(rect); if (insideFrame && !nowInside) { insideFrame = false; resetVideoEntryState(); stopPortraitVideo(true); return; } if (!insideFrame && nowInside) { insideFrame = true; clearVideoTimer(); } if (!nowInside) { clearVideoTimer(); return; } scheduleVideoHoldIfNeeded(); } function getCursorRangeVolume(rect) { if (!rect) return 0; const extraX = getBoundaryExtraX(); const extraY = getBoundaryExtraY(); const expandedLeft = rect.left - extraX; const expandedRight = rect.right + extraX; const expandedTop = rect.top - extraY; const expandedBottom = rect.bottom + extraY; if ( mouseX < expandedLeft || mouseX > expandedRight || mouseY < expandedTop || mouseY > expandedBottom ) { return 0; } const closestX = Math.max(rect.left, Math.min(mouseX, rect.right)); const closestY = Math.max(rect.top, Math.min(mouseY, rect.bottom)); const distanceX = mouseX - closestX; const distanceY = mouseY - closestY; const distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY); const maxDistance = Math.max(extraX, extraY, 1); const proximity = clamp01(1 - distance / maxDistance); return lerp(getMinVolume(), getMaxVolume(), proximity); } function updateRevealAndHeartbeat() { revealRaf = null; if (!target || !frame) return; if (!isUsable()) { if (wasUsable) { wasUsable = false; insideFrame = false; resetVideoEntryState(); resetReveal(); stopHeartbeat(); stopPortraitVideo(true); } return; } wasUsable = true; const rect = updateRect(); if (!rect) return; target.style.setProperty("--portrait-x", (mouseX - rect.left) + "px"); target.style.setProperty("--portrait-y", (mouseY - rect.top) + "px"); updateVideoHoldState(rect); const volume = getCursorRangeVolume(rect); if (volume > 0) { startHeartbeat(volume); } else { stopHeartbeat(); } } function requestUpdate() { if (revealRaf) return; revealRaf = requestAnimationFrame(updateRevealAndHeartbeat); } if (!bindTarget()) { const observer = new MutationObserver(function () { if (bindTarget()) { observer.disconnect(); requestUpdate(); } }); observer.observe(document.documentElement, { childList: true, subtree: true }); } window.addEventListener("resize", function () { markRectDirty(); requestUpdate(); }, { passive: true }); window.addEventListener("scroll", function () { markRectDirty(); requestUpdate(); }, { passive: true }); document.addEventListener("mousemove", function (event) { mouseX = event.clientX; mouseY = event.clientY; requestUpdate(); }, { passive: true }); document.addEventListener("mousedown", function (event) { if (event.button !== 0) return; pointerDown = true; mouseX = event.clientX; mouseY = event.clientY; markRectDirty(); requestUpdate(); }, { passive: true }); document.addEventListener("mouseup", function () { pointerDown = false; clearVideoTimer(); }, { passive: true }); document.addEventListener("otherworldchange", function () { markRectDirty(); if (!isOtherworldEnabled()) { wasUsable = false; insideFrame = false; pointerDown = false; resetVideoEntryState(); resetReveal(); stopHeartbeat(); stopPortraitVideo(true); return; } requestUpdate(); }); document.addEventListener("mouseleave", function () { wasUsable = false; insideFrame = false; pointerDown = false; resetVideoEntryState(); resetReveal(); stopHeartbeat(); stopPortraitVideo(true); }); const bodyObserver = new MutationObserver(function () { markRectDirty(); if (!isUsable()) { if (wasUsable) { wasUsable = false; insideFrame = false; pointerDown = false; resetVideoEntryState(); resetReveal(); stopHeartbeat(); stopPortraitVideo(true); } return; } requestUpdate(); }); bodyObserver.observe(document.body, { attributes: true, attributeFilter: ["class"] }); })();


Discord: ms.dysphoria

Hey there! I go by the name Vespera and I am a multi-disciplinary artist. Over the decades, I have explored and taught myself a wide range of fields: from digital painting, photo manipulation, and UI design to 3D modeling, programming, music composition, and game development, to name a few. My primary medium is music and I have been composing since around 2010; created many pieces, and as many pieces as a ghostwriter. I used to be a pianist but had to quit due to an injury, and recently took up the viola as my new instrument of choice.

Guided by a can-do spirit, I embrace a hands-on, do-it-yourself approach and value self-reliance above all else. I believe that nothing is truly impossible for those willing to put in the effort: the only real impossibility lies in never trying. This mindset is what ultimately shaped me into a generalist.

For the past five years, I have dedicated myself to game development and design as my primary profession. Working as a freelance ghost developer and designer, I have contributed to a wide variety of projects, stepping into whatever roles were needed and handled nearly every aspect of development and design.

When it comes to games, in my eyes, they are the pinnacle of artistic expression, a medium that unites many art forms into a harmonious masterpiece, and the very thing that drew me to this field. I see game creation as the most complex and delicate of crafts. It is godlike: building a universe from the ground up, laying the foundations, defining the laws as pillars, and then shaping the world with forms, colors, sounds, and countless stories waiting to be told.

Ms. Dysphoria

That’s all for now. If you'd like to reach me out, you may find me on Instagram or Discord: it is where I’m most active and where I primarily conduct business.

Enjoy your stay!



I've been composing tracks and producing music for over sixteen years now. I have created so many pieces that I have long since lost count. Some were released, some were lost, some were ghostwritten away, and most remain hidden: finished, unfinished, scrapped.



My music, as the name suggests, is composed of dysphoria. It comes from places where distress has no clean language. Despair, sorrow, trauma, yearning, entrapment, heartbreak. What cannot be spoken directly is instead carried through melody, distortion, repetition, and silence.I play the piano, the guitar, and mainly my custom viola with a cello string, which I call minicello. I have used FL Studio since 2010; we have practically grown up together. I'd sing once, but gradually stopped as it became more and more apparent that my voice did not truly represent me. Eventually, I took down those pieces, and music became my only medium for verbal exchange. I have been living as a mute for a long time, waiting to get my voice back. That is also how I came to use vocal samples from the distant past: letting them sing and become my voice.


Eternal Return

Loop Video Player


Atmospheric Metal / Experimental


“Eternal Return” draws inspiration from the idea of eternal recurrence: the notion that time is an infinite loop in which the same moments repeat over and over, exactly as before, for all eternity.

In this experimental compilation, I intend to resurrect many old movies and radio broadcasts as pieces designed to loop forever.

I am open for suggestions on public domain movies and broadcast for the next pieces.



XII

The Good & The Bad


Neo-classical / Dark New Age


"XII" is a compilation of piano tracks I composed between 2013 and 2025.


Progressive Rock


Will be added in time.

Single


Avant-garde Metal / Pagan Metal


Inspired by Celtic Mythology and Cernunnos.


Professional

Info
For clients, collaborators, employers, and teams.
Which games have you worked on?
My experience includes freelance contributions to game projects on contract, as well as works on projects with content-sensitive nature that I prefer not to include in my professional background. For that, there are no titles I could reference.
Over the past years, I have mainly worked on MMO games. My responsibilities involved character customization systems, 2D/3D design (textures, overlays, hairstyles, wearables, blendshapes, editor, interface), asset management & integration QA, optimization, and also improving pipelines and programming new features to enhance gameplay and customization.
What would be your approach to game design documentation?
I prefer maintaining simplicity when writing a design document (unlike this one). Rather than overloading the document, filing what is essential and doing so iteratively in collaboration with the team. This ensures that the GDD remains a living document. If an AI agent will be utilized in the workflow for keeping track of enormous data, then I'd prefer documenting extensively for as long as it would not become an accessibility problem. Ultimately, it is all situational, and I am adaptive.
Can you work on other game engines (e.g. Unreal)?
My specialty is Unity and I've been modding and developing games built on that engine for 6 years. I have no experience in other game engines, but I am open for receiving training on other engines after a long-term employment agreement.
What is your academic field?
I have studied English literature, both British and American, though I didn’t complete a degree. Literature holds a special place for me. All other fields I have expertise in are the result of self-teaching, without any formal academic background.
What is your specialty?
If I had to name a specialty, it would be planning, building and maintaining systems while ensuring organization and a proper structure, as well as team and project management. As for frontend, it would be art direction and composition.
What is one thing you value the most?
In systems, order is the foundation ensuring function, and chaos, when left unchecked, can cascade and become difficult to contain. Accordingly, this is what I value the most: building systems in ways that allow them to withstand and contain entropy. This approach ensures that system stays accessible and manageable in terms of development and modification, which is especially important when working with a team.
What are your thoughts on using ready frameworks and assets?
I prefer self-reliance when building systems to maintain full control and grow accustomed to it so that I can navigate and build more easily, while selectively using pre-made scripts where it improves efficiency without compromising integrity.
How can you make time for everything?
If I am expected to work in every single field on my own, that would naturally take time. After all, I am still a single person and can handle one subject at a time, and for that reason, it would be more time efficient when I am given a team to work with so I can manage everything more effectively through task assignment, collaboration, and filling in vacant positions.
What are your long-term aspirations?
I aspire to author the Twilight Zone of video games and narrate many chilling and thought-provoking stories. My long-term goal is recruiting reliable volunteers and kickstarting the projects I've been working on, aiming to gain public and financial support in order to lay out the foundation for the game studio I seek to establish. If everything goes according to plan, I intend to release many titles as I am never short of stories to tell.
What are your expectations from your collaborators?
First and foremost, I'd expect people to understand that game development and design can be highly challenging due to its complex and multifaceted nature. It can be demanding, the development phase, release, and beyond. There is always the possibility of failing to achieve the expected results in terms of marketing and profit to continue operations, and on top of that, significant platform fees and operational costs heavily reduce margins, making it even harder for studios to survive. This is the production reality. The field requires passion and dedication, as it does not always reward hard work. Those who pursue it for fame or money often end up disappointed: game platforms are graveyards of games in disguise. We are currently operating in an ever-advancing, hypercompetitive and oversaturated corrosive environment.
Those who read it and still remain determined under that pressure meet the first expectation.
The first expectation is the ability to realistically assess the situation: being grounded and aware of the difficulties ahead. Secondly, commitment and composure, the capability to see things through under stress and distress: the resolve to pull things together is essential in overcoming the obstacles that will inevitably arise. Thirdly, willingness to learn and a drive for self-improvement. I liken this field to a river: if one remains idle for long, the current will swiftly pull them backward. Lastly, being considerate and organized. When working as a team, there needs to be coordinated effort and consideration for everyone's part in the team: this would make everyone's work easier, and that would lead to stability and momentum.
These traits are essential for operating effectively as a team and seeing any project through to completion and success.
Regarding people utilizing AI in their workflow, they may check Artificial Intelligence.
Can I collaborate with you?
Of course! Feel free to contact me on Discord or by E-mail.

Business

Info
For commissions, payment, warranty, refunds, and delivery expectations.
What is your policy when conducting business?
My policy revolves around reliability and customer satisfaction. I am a perfectionist and I take pride in the work I create. Personally, I wouldn't hand over a project that I didn't feel proud of. My principle is working with diligence and delivering pleasant results that leave people asking for more: that is how I make a living. For that, I don't mind going the extra mile.
How do you guarantee reliability and delivery quality?
I place great value on my clienteles, as it is essential for ensuring the continuity of commissions and long-term working relationships as a freelancer. Delivering poor-quality work or leaving my clients dissatisfied would harm my business by costing me potential long-term clients. Ultimately, anything that harms my clients harms me and anything that benefits them benefits me in the long run. I reckon mutual self-interest is resonating for everyone and sufficient to establish trust.
"When my client wins, I win. When my client loses, I lose my client."
How much do you charge for your services?
For small-scale indie and passion projects, I typically charge around €300-€500 per week of work.
For ambitious and funded projects, pricing is usually around €600-€1000 per week.
For full-time corporate work, pricing can be discussed accordingly.
Ultimately, pricing is situational and depends on the job and mutual agreement.
Do you use LinkedIn or recruiting platforms?
I am not present on LinkedIn or any other professional recruiting platforms.
Do you work through Fiverr or freelance platforms?
I do not use Fiverr due to its unacceptable service fees. I prefer to conduct business directly and in the most financially effective way: without middlemen, unnecessary charges, or cuts imposed on me and my customers.
Do you issue invoices or payment confirmations?
I operate as an independent freelancer. While I am not running a registered company currently, I can provide written agreements and payment confirmations when required for accounting purposes.
Can transactions be handled through escrow?
For transactions and delivery, I am open to making use of escrow services when requested or deemed necessary.
Do you offer a warranty?
I offer a warranty and provide free troubleshooting and fixes if any issue arises related to the delivered work.
Do you offer refunds?
I offer refunds if I fail to deliver the agreed-upon results or fail to uphold the terms of the warranty.
Do you use AI?
I don't utilize AI for works of art I deliver unless requested. For programming-related works, I may utilize responsibly.
For more information, see Artificial Intelligence.
Which payment methods do you accept?
I accept direct bank transfer through Wise and TransferGo.
Are there any fees included?
I do not charge VAT or additional fees.

Personal

Info
For those interested in the person behind the work.
How can you do all these?
I’m nearing 30 and I've had a long time to teach myself across all these fields.
I started making music at the age of 10. I'd compose with a virtual piano I had on my computer. I took up drawing around those ages, I'd draw and spend time on Photoshop, altering photos and creating multimedia art. As for 3D design, I was 14 when I first obtained a copy of 3DSMax through their student program and took up 3D modelling and texturing. I got into game development and design as a modder when I was 23. Over time, I have cultivated expertise to develop from scratch.
This has been what I've been doing my entire life. Instead of setting a goal to master a specific branch and focusing on it exclusively, I decided to explore everything. This approach has its upsides and downsides. In the end, I've sacrificed total mastery in a single area for versatility and become a generalist.
What are your hobbies?
Besides the fields already mentioned, I like cooking and inventing new vegan recipes. While my specialty in 3D modeling is hairstyles, I also practice hairstyling and dyeing in real life as a hobby. I am also a beginner tattoo artist. I like playing my viocello, creating new techniques and composing songs. In addition, I enjoy dressing up and cosplay, to name some.
Who are your favorite writers?
There are several writers whose works and themes I like. I'd name Thomas Bernhard, Emil Cioran, Michal Foucault, Giorgio Agamben, Franz Kafka, Jean Baudrillard, as well as Adam Fawer, Jean-Christophe Grangé, and Ahmet Umit.
What do you listen to?
I believe that what people listen to reflects who they are. My favorite genres are indie rock and spoken word, as I have a strong appreciation for poetry, as well as avant-garde and post-metal. Bands I would name include mewithoutYou, Wolf Parade, La Dispute, and Hotel Books.
What are your favourite games?
Since it is my profession, I believe a longer answer with impressions would be better fitting than simply listing away.
I'm a big fan of Silent Hill. The Room and Homecoming are my favorites in the franchise despite their unpopularity. The new titles, Silent Hill 2 Remake and Silent Hill F, are nice, though I find the direction somewhat troubling: the franchise seems to be moving toward shooter and hack & slash. I believe the franchise is most successful when it's survival horror and when horrors can't be blasted away with a shotgun, which The Room handles effectively through its undying ghosts.
Alice: Madness Returns is one of the best games, I'd say: art-wise and story-wise, it is captivating and quite underrated. The design is praiseworthy, especially the art style for cinematics, which is quite unique and fitting for the atmosphere, as well as the otherworldly and captivating level design.
Deadly Premonition is another underrated game. It has a nice atmosphere, interesting characters, and a mysterious plot: it makes one tolerate the poor gameplay mechanics and all the bugs, hopelessly.
I like Dead Space, including the movies and the books of the franchise. The atmosphere of the games in the franchise is flawless: it successfully reflects the title through its portrayal of desolation and despair.
Besides these, I like the Warhammer 40K universe and I enjoy reading its massive lore. I would name Dawn of War - Dark Crusade & Soulstorm and Space Marine as successful titles. This universe has so much potential but I don't think it is yet anywhere near realizing that. THQ had an ambitious project: Dark Millennium Online, but unfortunately it was scrapped. I believe that game as an MMO had the potential to outcompete World of Warcraft given the chance.
Speaking of World of Warcraft, it is another universe I like. I started playing the MMO back in 2008 when it had the Wrath of the Lich King expansion. For this title, I'd say it's been moving further away from realizing its potential ever since then. Cataclysm and Mists of Pandaria were fine expansions, but after these, it seemingly lost its integrity and direction. It has strong lore; it needs solid titles. Some of the books I like are: Day of the Dragon, Lord of the Clans and The Last Guardian.
My other favorites: The Evil Within, Amnesia, Bioshock, Far Cry, Fallout, Persona, The Room (Puzzle Game), Mass Effect, as well as most titles by Telltale Games.

Artificial Intelligence

Info
For clients, collaborators, and teams concerned with AI policy, authorship, proof of work, and operational safety.
Do you use AI?
When conducting business, that entirely depends on whether my customers or employers want me to make use of AI as a tool to enhance productivity. I believe the secret use of generative AI would be unethical as it can subject customers and employers to legal and communal inconveniences. Therefore in a business setting, I act on the directives given to me and deliver the results in a way the requesting parties expect. I am also able to provide proof of work to clear suspicion for PR.
On personal projects, I sometimes make use of AI but I try not to rely on it for the sake of self-growth and to be in control. When developing a framework, I find it essential to be self-reliant and build in a mindful way to be able to keep in control and aware of the state. I mainly utilize it for tedious tasks like creating large dictionaries and searching for API functions.
What are your thoughts on collaborators utilizing AI?
There are two ways to utilize AI and only one can be considered operationally responsible and safe.
As an experienced Unity developer that worked in multiple teams and inspected code by many developers, I can identify patterns found in AI output without meaningful human authorship. These outputs tend to include redundant checks and fallbacks, needless variables, runtime assignments based on complex hierarchies or object naming convention, interface design through coding instead of making use of Unity's inspector, god classes, and a lack of consideration for modularity, scalability, optimization, coding standards and cooperation. This would introduce operational risk. In development, code needs to be made reasonable and accessible: these are essential when working as a team and lack of them can effectively hinder organization and collaborative efforts. This can be regarded as irresponsible use. This is not about generation, but rather about not proofreading and taking proper initiatives to produce a solid contribution for the project and the team.
As a designer, I am against irresponsible use of generative AI. When used in such a way, it can jeopardize the integrity of the project and public relations for the game studio as well as cause copyright issues and liabilities due to the fact that it is still in the gray area and anything generated without sufficient human creativity can't be properly copyrighted in a way that would safely serve the game studio. Nowadays, the proof of work can be regarded as de facto the proof of ownership: possessing project files (i.e. layered, without AA and post-processing) or footage (i.e. time-lapse or self-recordings) can be at times useful when proving credibility and authenticity (i.e. as provenance for risk mitigation for possible PR incidents). For these reasons, I find it crucial to be strict about the use of gen AI and to create in a manner that is operationally safe.
For employment or the purposes of teaming up, I find it crucial to evaluate the base knowledge and skills of the applicant or volunteer to see how well they can fare without depending on the use of any AI agent or tool to determine the baseline experience of the individual on the matter. How viable would this person be in an environment where AI is not accessible or permitted? Does the individual possess sufficient capability for decision-making without any dependence on AI agent? Determining the baseline experience without any dependency on AI would be invaluable in building trust and confidence.
In the end, it is about architectural integrity and operational safety. Any AI use is acceptable only if it respects these and does not degrade system quality, authorship clarity, or possibly introduce legal liabilities or communal incidents. For this reason, use of AI must be supervised and made compliant with applicable legislation and standard operating procedures.
What is your personal stance on generative AI?
I have mixed opinions when it comes to AI. For starters, it has devalued many fields by oversupplying and oversaturating the scene with content. It is brutally effective and time-efficient, and as a result, it places too many expectations and too much pressure on real artists who have no way of competing with that. As these trends continue, I believe it will become increasingly difficult to make a living in these fields professionally, causing many to lose their hard-earned jobs, passions and ambitions to machines. An AI to code, an AI to paint, an AI to animate, an AI to voiceover: all is becoming automated.
I liken this to how technological advancements, like the invention of the printing press, made the art of handwriting and scribing obsolete. If this trend cannot be stopped, I believe those who have put in the effort and contributed to the world through art have the right to make use of AI if it will ensure their survival. In my eyes, they are the ones who have earned that right. I prefer working with people and their creativity: if I can ever afford to, I will always personally choose to do so.
Ultimately, I am against generative AI in its current state and view it as a machine of plagiarism destroying the meaning of art. If Gen AI could be removed altogether, I would fully support that course of action. However, that seems unlikely to happen. For that reason, I believe, as artists, we have the right to make use of that, if this is what it takes to compete and survive in this dystopian setting, as it is our work that was taken away, compressed into a unified whole, changed shapes, created anew, and now it is circulating. This can be regarded as compensation for the damage and for the lifelong efforts.


End Game


(function () { if (window.__buttons06BlackoutLoaded) return; window.__buttons06BlackoutLoaded = true; let blackout = document.getElementById("otherworld-blackout"); if (!blackout) { blackout = document.createElement("div"); blackout.id = "otherworld-blackout"; blackout.setAttribute("aria-hidden", "true"); document.body.appendChild(blackout); } else if (blackout.parentElement !== document.body) { document.body.appendChild(blackout); } function getCssTime(name, fallback) { const value = getComputedStyle(document.documentElement) .getPropertyValue(name) .trim(); if (!value) return fallback; if (value.endsWith("ms")) { return parseFloat(value); } if (value.endsWith("s")) { return parseFloat(value) * 1000; } const parsed = parseFloat(value); return Number.isFinite(parsed) ? parsed : fallback; } function triggerBlackout() { const holdTime = getCssTime("--otherworld-blackout-hold", 1000); const fadeTime = getCssTime("--otherworld-blackout-fade", 1000); blackout.classList.remove("fading"); blackout.classList.add("active"); window.setTimeout(function () { blackout.classList.remove("active"); blackout.classList.add("fading"); }, holdTime); window.setTimeout(function () { blackout.classList.remove("fading"); }, holdTime + fadeTime); } document.addEventListener("click", function (event) { const button = event.target.closest("#buttons06"); if (!button) return; triggerBlackout(); }, true); })();

Role

Info
I possess expertise across technical and creative fields, capable of stepping into any required roles and leading teams. Below you can find more about my roles, some of the tasks I have undertaken, as well as the tools I have experience in.

Technical Project Manager


Background
In my past experience, I managed production and teams (≅ 10 members) on active MMO projects with around 5,000 DAU and 500 CCU. I directed the art department, programming and community management. In terms of the art department, I inspected production, made contributions, issued guidelines and templates, built communication platforms, developed pipelines, guided and integrated members into the workflow. As for programming, I served as an advisor and contributed to planning and direction alongside codebase development. In terms of public facing operations I handled infrastructure, prepared written and visual materials for public communications, and ensured proper staff conduct and communication for the support team by inspecting logs and tickets. Additionally, I was involved in client and server security and stability.
Consequently, I have attained expertise in technical project management over the years, through management as well as direct involvement in development and design within resource-constrained and understaffed live-service environments.
Management Philosophy
My understanding of project management goes beyond managing staff: it is technical and hands down.
I am familiar with practices and tools of the trade across many sectors. I use the same terminology and speak the same languages. I am aware of how much time and effort it takes to carry out tasks, whether it is 3D modeling, programming, designing, rigging, weight-painting, or composing. I believe that effective management demands at least a fundamental understanding of what each team member does and to what degree they can do it. Without possessing such knowledge, it becomes unrealistic to set viable expectations or make informed decisions.
I regard management as a service-oriented role. When I lack knowledge, I learn. When guidance is needed, I mentor. When obstacles arise, I assist. This creates continuity and encourages growth within the team. The individuals in the industry, regardless of their diverse professions, are my fellow professionals.
In my books, a manager must be a server for everyone: a bridge that brings individuals and elements together into a unified whole, and an overseer who ensures that each role functions cooperatively and coherently within the system.

Example Management Tasks

Below are examples for tasks I handled while managing projects.


Asset Management
Managing AssetBundles and carrying out inspections to ensure file organization, asset quality and optimization. In MMO environments, I managed nearly ten thousand AssetBundles containing textures, meshes, animations, and sounds, using tools such as AssetStudioGUI for bundle inspection, Bulk Rename Utility for managing naming conventions, Audacity for automating audio processing and bulk optimization, DevX for lost asset recovery and bundle modifications, and UABE for extraction and bulk decompression of AssetBundles missing source files or processed by DevX for load-time optimization.
Asset Integration
Integrating produced assets by creating AssetBundles, making codebase adjustments when necessary, organizing assets into update packs, coordinating beta tests, writing logs and preparing visuals for announcements, and updating the FTP.
Asset Quality Assurance
Inspecting assets and conducting quality assurance. For 3D assets, I ensured that the polygon counts stayed within the designated limits, topology and weight painting were suitable for animation, customization components including item masks, gradient color maps, and blendshapes functioned correctly, and UI icons complied with the overall art direction. As for 2D assets, I ensured that textures had no visual artifacts, transparency was correctly handled, sprite sheets were prepared properly for animation playback, and 2D designs remained visually coherent within the project environment.
Making adjustments in texturing, weight painting, modeling, topology, mesh elements, and blendshapes, while applying optimization through polygon reduction and setting up LODs when submitted assets did not meet production standards.
Design Templates
Creating 2D and 3D design templates for official staff and volunteer modders. As an example, I created a hat and hairstyle template with measurement tools indicating a 3D target area hats had to occupy and hair meshes, through blendshapes, needed to morph into: this was to prevent clipping visual artifacts and to ensure official designers and modders produced mutually compatible assets. Design templates I prepare typically include sample assets, UV maps, base models, textures, guidelines and playtesting instructions to keep design and modding involvement organized, independent and accessible.
Design Guidelines
Writing 2D/3D design guidelines to ensure that staff and the modding community produced artistically consistent, high-quality, and optimized assets. For example, I issued polygon limits and LOD standards by asset category as requirements for approval, allowing only designs that match the criteria to be added to the game in order to maintain project stability. In my guidelines, I include step-by-step tutorials on design and playtesting, together with common errors and solutions.
Design Pipelines
Developing new pipelines and workflows to streamline testing and integration for the staff and the modding community. As an example, I developed an automated AssetBundle loading system based on directories (e.g., Female/Wears/Topwear, Male/Hair), alongside naming conventions such as prefixes and suffixes to define custom behaviors (e.g. hair blendshapes for hats, load-order indexing), effectively removing developer dependence and allowing designers to work independently. I converted a 2D core bundle roughly 2 GB in size and containing about 3000 assets into as many separate AssetBundles, integrated them into the directory-based loading system, and introduced direct image loading without needing bundles for testing purposes. This allowed smaller updates, improved memory performance, and easier integration for designers. Similarly, I streamlined the 3D asset loading system for character customization: AssetBundles required a main texture, additional maps depending on the item type (item mask for clothes, color map for hairstyles), and a mesh with LODs set. Icons were kept separately, and this method, coupled with the directory-based loading system, automatically populated editors with icons and instantiated Prefabs for wearables and hairstyles at runtime without any developer involvement.

Senior Generalist - Unity Developer & Designer - Systems Architect


Generalism
My specialty as a generalist is that I can comfortably own systems across backend and frontend. I can initiate, structure, and carry projects solo while recognizing that scale and efficiency are best achieved with a team. I contribute to projects through identifying gaps, assuming required roles, stabilizing development, and ensuring continuity across the system.
System Architecture
From a programming perspective, I design and implement core logic, custom solutions, supporting tools and pipelines to improve efficiency for the team. I ensure the codebase remains organized, optimized, maintainable, and accessible.
Unity Development & Design
Within the Unity environment, I develop modular and extensible frameworks. I rely on structured architectures, Prefabs and ScriptableObjects to enable user-friendly workflow alongside configurable MonoBehaviours supported by tools such as Odin Inspector, organized folders, and instructions to refine the development and design experience across the team.
Interface Development & Design
I approach interface with both functionality and adaptability in mind. I develop responsive interfaces that support a wide range of aspect ratios while relying on coroutines and custom animation systems to maintain flexibility and consistency. I also create procedurally generated interfaces (e.g., character editor, world editor) through utilizing Prefabs and layouts.
Music Production & Audio Engineering
As a composer/music producer, I produce soundtracks and design sound effects. Within the Unity environment, I manage LUFS, arrange AudioMixers, utilize FX components, and create custom Monobehaviours to enhance auditory experience. Additionally, I can manage high numbers of assets through setting up macros on Audacity: bulk processing, refining, and converting to optimized formats; streamlining workflows and reducing production time for refinement and optimization.
2D Design
When it comes to 2D and visuals, I have shifted my focus to art direction and asset management. I maintain consistency in art style, make adjustments, and integrate assets. I ensure scenes are visually coherent and appealing. I also deal with GUI, and when needed, I create artworks and GUI elements, design communication tools (e.g. Discord), embeds, banners, icons, and such. On the animation side, I am able to handle basic rigging and puppet animation for 2D and video editing.
3D Design
As for 3D design, I create and prepare Unity game-ready assets, including hairstyles, wearables, props, and blendshapes, working both as an editor and a designer. I handle tasks such as porting and adjusting meshes, refining weight painting, creating blendshapes (e.g. face/body morphs, hat compatibility for hair), 3D asset optimization, designing and setting up shaders and materials (e.g. textures, overlays, shader adjustments, item masks, color maps for hairstyles...). I ensure that 3D assets are in good quality, without visual artifacts, properly optimized, consistent, and flexible for user customization.
Security Engineering
From a security standpoint, I implement practical solutions to mitigate asset theft, exploitation, and service disruptions. This includes codebase and asset protection, encryption, obfuscation, and custom DDoS gating systems fitting for needs.
Server Administration
As an administrator, I manage server infrastructure, including databases, file transfer systems, and create applications (updaters/file verifying launchers), while ensuring safety, accessibility, synchronization across the technical ecosystem.
Community Management
I contribute to public-facing operations, such as Discord infrastructure and design, tribunals, and moderation to ensure staff representation and public communications remain structured, functional, reputable, and aligned with the project.

Example Production Tasks

Below are examples of production tasks I handled.


Core Development & Systems Engineering
Building scalable frameworks and tools within Unity (MonoBehaviours, ScriptableObjects, editor tooling)
Designing and implementing gameplay systems, including rewriting and optimizing existing logic
Troubleshooting, debugging, and ensuring system stability in production environments
Developing features for games (mods and full integrations)
Modding Unity games with and without native mod support
Tools, Applications & Pipeline
Developing custom WPF applications, including game launchers, updaters, and administrative tools
Handling asset pipelines, including retexturing and restructuring UI/game logic systems
Creating internal tools and workflows to improve development efficiency
Multiplayer, Backend & Security
Building bots and backend integrations, including Discord-based systems (e.g. Discord SDK, webhooks)
Designing and implementing custom anti-DDoS strategies (e.g., whitelist-based admission systems)
Managing server-side logic and client-server interactions
UI/UX & Player-Facing Systems
Creating immersive and functional player-facing systems (e.g., editors, HUDs, interaction systems)
Improving communication tools and UI structure for communities and in-game systems
Designing and developing user interfaces (Unity UI systems)
Asset Creation, Management, Optimization & Integration
Management, organization, QA and optimization of massive asset databases on MMO games (2D/3D/Animation, >5000)
3D texturing and creating 2D textures and overlays for maps (e.g. for character customization)
Designing and integrating 3D assets, including hairstyles and wearables
Composing soundtracks and handling sound FX

Domains

I have ranging experience in the fields specified in the following table:


2D DesignLiteratureLevel Design3D Design
Songwriting2D AnimationUI DesignVideo Editing
Sound EngineeringServer AdministrationDiscord DevelopmentTool Engineering
Project ManagementSoftware DevelopmentTranslation & LocalizationSecurity Engineering
Community ManagementCryptography & ObfuscationAndroid App DevelopmentGame Development (Unity)

Tools of the Trade

Some of the tools and software I am familiar with:


Visual StudioUnity EditorFL StudioMixcraftPhotoshop
Clip Studio PaintAfter EffectsBlenderAssetStudioGUIUnity Explorer
UABEMelonloaderDevXMobaXtermNavicat
FilmoraMicrosoft BlendShaderMapPhaser EditorAndroid Studio
BlockbenchAudacityFiddlerWiresharkDnSpy

Game Development & Design

Info
Below you can find some of my works as well as articles on development and design.

I have been involved in game development and game design since 2020, working primarily with Unity Engine and C#. Over the course of my career, I have mostly worked on MMO games and 2D sidescrollers, and have operated as a freelance generalist and project manager, providing guidance, team coordination, and stepping into key roles to maintain development.My approach has been shaped less by formal theory and more by constraint. I learned by building under pressure, solving real production problems, watching systems break, and iterating until they worked. Most of my understanding comes from trade-offs encountered in production rather than from textbook terminology. That process shaped how I think: pragmatically and structurally, with attention to detail and long-term system behavior.Besides having contributed to released titles by supplying regular updates on contract and ensuring long-term stability. As well as offering a variety of freelance services, I have developed original frameworks. When it comes to frameworks, I develop and design in a way that enables designers to build games without requiring programming involvement. I design configurable MonoBehaviour and ScriptableObject-driven systems within structured project architectures to streamline workflows for time efficiency. I also utilize Odin Inspector to create better-organized editor tooling. Besides this, I have experience in Unity-based Android app development, and I have built several working mobile prototypes.When it comes to project management, I have managed projects by establishing guidelines, creating and distributing templates and tools, overseeing team members, coordinating across departments, conducting QA, carrying out refinement and optimization of assets when necessary, handling Unity integration, as well as supporting administrative and public-facing operations.In the absence of dedicated security personnel, I have addressed client and server security concerns and implemented mitigation strategies, which I outline in a separate section after this one.My long-term goal and aspiration in this field is founding a game studio after attaining sufficient funds and recruiting reliable team members. Those who are interested in working with me may contact me, whether fellow professionals interested in working together, freelance employers, or companies interested in hiring me for the services I offer.Below are some of my solo works. I possess the project files and all necessary credentials for a more detailed demonstration. Due to the content-sensitive nature of most of the work I have done in the field, I can present more extensively only in private.

Hybrid 2D/3D Rendering Pipeline

In this example, I set out to create a hybrid rendering system by combining 2D URP with 3D elements. I utilized Sprite Renderers within 3D space to achieve a layered parallax effect while reserving full 3D rendering for the character model. I integrated 3D MeshRenderers into the 2D URP lighting system through a script calculating light to maintain visual coherence, bridging systems that are not natively compatible in order to expand flexibility and reduce dependence on 2D animation.I created a post-processing pipeline by programmatically accessing and adjusting Volume Profile properties at runtime. This enabled dynamic control over graphics parameters, including chromatic aberration, exposure, bloom, saturation, LUT application, SSR, and such.To exemplify, visual effects can be tied to environmental conditions: gradual bloom intensification during sunrise and sunset, or inducing a state of intoxication visually through chromatic aberration, bloom, and bokeh/Gaussian or DOF.

Rendering

Dynamic Weather & Environment System

This one is a weather system I created as part of my original framework. The system manages environmental lighting in 2D, sky elements, ambient audio, wind direction and intensity, and fog parameters through coordinated transitions. They are handled through linear interpolation for seamless blending.Rain dynamically adjusts a wetness parameter, which other modules interact with and behave accordingly to maintain environmental coherence. As an example, the sound module instantiates random splash sound effects, with volume and frequency depending on the wetness parameter.Wind behavior is propagated to shaders via a global wind intensity parameter, enabling real-time object movement through shaders for consistency in atmospheric conditions.Environment configurations are stored as Scriptable Objects, allowing profiles to be created with ease.

Weather System

3D Hair Physics Integration in 2D URP

In this example, I implemented 3D hair physics within a 2D URP environment by utilizing Unity’s demoteam.hair package. I created and groomed an Alembic hairstyle for the character and fine-tuned its simulation parameters to achieve stable real-time performance. The mesh was also integrated into the 2D lighting system through a light calculator script.The hair system was integrated with the existing weather framework, propagating wind intensity and directional data to ensure consistency with environmental conditions.The result demonstrates my approach to extending engine capabilities beyond default configurations.

Hair Physics

Immersive Notebook System

This example showcases an interactive notebook system I designed to replace traditional quest and document trackers in favor of a more immersive experience. I find it effective to reduce reliance on conventional HUD elements and instead convey information through visual and auditory cues within the game environment for better immersion.

Notebook

Power & Lighting Control System

This prototype from my early days demonstrates a generator control system that manages the light sources and electrical appliances designated in its object array. All state transitions are handled using linear interpolation to create a natural feel.

Generator

Rotary Phone System

This example showcases a prototype rotary phone system I developed in my early days as part of my framework.Available numbers were stored in an array and mapped to corresponding audio clips to be used in puzzles.

Wendigo Animation

3D URP Sprite Rendering Pipeline

While my previous framework relied on the 2D URP lighting system with 3D integration, in this alternative rendering implementation I utilized 3D URP lighting for SpriteRenderers within a 3D environment. I created a custom Shader Graph for Sprites compatible with 3D URP lighting. It automatically generated normal maps using the main texture as a height map. Multiple material presets were created and assigned contextually, eliminating the need to create normal maps or configure materials per asset, effectively streamlining level design and saving time, which was the main priority for this system: utilizing SpriteRenderer as a component was more practical than using planar meshes with MeshRenderers due to the simplicity and efficiency of Sprites.This example also showcases several supporting modules from the framework. The door system integrates volume post-processing effects with teleportation logic to create seamless transitions between areas. The interaction system instantiates buttons into the world and renders the targeted object through a dedicated camera and RenderTexture. A typewriter module handles progressive text generation, while the audio system leverages AudioMixer with exposed parameters and filter components (e.g., low-pass, reverb, echo), synchronized with a room module that manages environmental settings.

Signal Encoding & Transmission System

This prototype implements a Morse transmission system using a dictionary-based encoding structure to convert text input into timed signal output. Characters are translated into dots and dashes, with controlled delays between letters and words to replicate authentic transmission.Signals are conveyed through synchronized lighting effects and a visual output based on the LineRenderer component, while word separations trigger static noise to make cues more accessible and enhance the atmosphere.The transmitter includes a world canvas interface, allowing direct player input.

Transmitter

Procedural Labyrinth System

This prototype was inspired by the physical marble game as well as The Labyrinth Plus!, distributed with Windows XP Plus.To replicate the core gameplay logic without relying heavily on complex mesh construction, I studied and utilized Stencil Buffers to render holes on planar surfaces. This allowed holes to be placed directly on flat geometries, simplifying level design significantly. Collision logic was adjusted so the ball would fall through designated stencils.I created a grid system for block placement and developed a ScriptableObject-based configuration system for levels that replaced environment objects dynamically. The system was designed to generate randomized outputs, introducing variation each time a labyrinth was constructed. Mesh variations for blocks were assigned from arrays, with random rotation and theming applied. Configuration settings also controlled the skybox, background music, ground textures, and labyrinth frame for visual cohesion. For the ground trail, I found it better fitting to make use of Sprite Shape and utilized it to create the trails.

Transmitter
Transmitter
Transmitter

Networked Interactive Pet System

This demonstrates a pet system I developed for an unofficial community server. Spawning a pet instantiated a control HUD that also included an input field for the pet's name, which allowed users to control their pets' behavior through in-game chat by mentioning the name and the action. It also involved threshold logic for movement, changing states between walking and running to catch up to the user, as well as manual placement and rotation of the pets for screenshots.I also introduced rate-limiting and integrated it into the HUD, serving as a cooldown between animations so they could play out properly. This was accomplished by using a radial mask for the UI elements.The movements and actions were synchronized across all clients using the platform's native server implementation. The client dispatched a message to the server side, which would be shared with other clients in the same room. This native system allowed features to be implemented using client-side logic without the need to make adjustments on the server.

Pet System 1
Pet System 2
Pet System Final

Networked Animation Layering & Mixing System

In this example, I developed an animation mixer system for an online social game. The system utilized AnimationState to target specific bones, allowing certain animations to override base animations for selected bones and their hierarchies.Crossfade transitions were used to ensure smooth blending, along with a slider for adjustment of animation weight.Data was dispatched to the server and distributed across other clients within the same room, enabling custom emoting in the environment.I designed the HUD in a way that dynamically instantiated animation buttons from a client-side list. Button generation was driven by naming conventions: animation identifiers were parsed to generate display text by removing internal markers, replacing underscores with spaces, and applying proper capitalization. If the corresponding AssetBundle contained icons named using the same internal animation name, they were automatically utilized in the UI. This streamlined the workflow, allowing new animations to be added simply by updating the list and including an icon with the same name in the bundle.

Animation Mixer

Character Editor & Asset Management System

The following example is a character editor and modular asset system I've designed and developed as a prototype for an MMO game. The system is built around a ScriptableObject-driven database, allowing categories, subcategories, and their associated content to be easily defined and instantiated dynamically at runtime. By structuring the system this way, new customization options can be added without modifying the code, enabling scalability for content-heavy projects.The editor supports multiple interactive components, such as, selectors, sliders, color pickers, and item-based assets, all linked through a consistent ID-based architecture. This allows both indexed naming and explicitly defined configurations, supporting flexible workflows depending on the use case. UI panels are generated automatically based on database entries and can be changed between grid and vertical layout, making the system suitable for both parameter-driven customization and item selection.A key focus of the system is enabling non-programmers to work efficiently. Through configurable MonoBehaviours and structured data, designers can extend content, define defaults, and attach additional customization layers (such as color, opacity, variations) without engineering involvement.As extra details, I've utilized coroutines for the interface animations, setting anchors and altering transform scale to introduce simple but effective visuals. As for the lighting, I created arrays including tricolor palette and intensity, and created a coroutine to handle scene lighting in a smooth transition, changing the outside, inside and reflection light simultaneously. As for character randomization, I stored each selector, slider, color selector and item in their respective lists upon instantiation and assigned randomly. Directly utilizing editor elements in such a manner removes the need to synchronize the displayed parameters throughout the editor. Besides these, it utilizes ScriptableObject naming for label display, nulling the need for another string variable while also enforcing proper naming in the editor. For the slider behavior which starts filling from the middle, the script disables Unity's default fill bar for cases where slider has negative minimum values, activates two custom ones and utilizes and drives Image's fill amount parameter to create better fitting visuals.Overall, this prototype demonstrates a scalable and modular approach to character customization and asset management, prioritizing maintainability and workflow efficiency. It reflects my focus on building systems that reduce technical overhead while remaining flexible enough for complex customization requirements in live-service environments.

Character Editor Interface
document.addEventListener("adobe_dc_view_sdk.ready", function () { var adobeDCView = new AdobeDC.View({ clientId: "808293b159634f978dbd927da82a55ea", divId: "adobe-dc-view" }); adobeDCView.previewFile({ content: { location: { url: "https://msdysphoria.github.io/Personal-Storage/UI%20Sound/Document.pdf" } }, metaData: { fileName: "Document.pdf" } }, { embedMode: "SIZED_CONTAINER" }); });

Security Engineering

Info
Below is my background on security and some articles I've written to demonstrate my understanding.

I began game development in 2020 as a modder for a private game server operating in a highly adversarial environment where service disruption and asset theft were persistent threats. These circumstances forced me to adapt and develop pragmatic and often unconventional solutions to maintain security, stability, and an edge in these environments.What often felt like an endless hackathon pushed me to study obfuscation and deobfuscation, reverse engineering, cybersecurity, cryptography, and asset protection. I learned that effective security requires understanding how systems can be disrupted and dismantled by thinking like an attacker, so that countermeasures can be designed around realistic models.I wouldn't describe myself as a security engineer, nor was security a field I initially set out to pursue. However, working on MMO games meant that security concerns were inseparable from development itself, as each update carried the potential to introduce new vulnerabilities. As a result, security became embedded in my development process rather than treated as a separate discipline, and it is in that context that I discuss it here.The articles below reflect my experience as a game developer working in highly competitive and hostile environments, where I often had to assume security responsibilities without formal training in the field, improvising and learning through hands-on work to deal with security problems.

Reports


Buying Time: A Practical View of Asset Security


When it comes to asset protection, I've seen that it is not about creating an impenetrable system, as such a goal is neither realistic nor achievable, but rather about introducing sufficient deterrence to destroy an attacker’s return on investment and motivation.In one case, the game client relied on AES-256 encryption for AssetBundles totaling over 15 GB, which proved safe but excessive for the intended purpose. The client depended on constant runtime decryption of AssetBundles and was built on an older framework (Unity 5.5). Because this pipeline relied on memory-based loading, it required encrypted bytes, decrypted bytes, and the reconstructed AssetBundle to coexist in memory during loading, which led to memory surges and prolonged load times.Loading bundles directly from disk rather than memory was the most efficient approach from a performance standpoint, but it would also have made the assets vulnerable to theft, which was common within the ecosystem since multiple servers shared the same client, making stolen assets trivial to integrate once decrypted.Given these constraints, I investigated both the technical framework and the practical capabilities of competing servers and concluded that cryptographic protection coupled with memory-based loading was imposing a higher cost on users than on attackers. Rather than pursuing encryption, I devised a quick makeshift strategy to protect the assets in a more optimized way.I removed bundle encryption entirely and instead introduced deliberate structural incompatibility by spoofing Unicode characters in the bone names of rigs for wearables and hairstyles, which is something not many would expect. These identifiers were corrected internally at runtime through an obfuscated DLL so the assets functioned normally within the intended client. The obfuscation had remained unchallenged for over a year, making use of an obfuscator neither too popular nor proven to be compromised.When competitors attempted to integrate the unencrypted bundles directly, the mismatched bone names caused the rigs to break without any error code, preventing immediate reuse. Because the spoofed Unicode characters appeared visually identical during inspection, the problem was not obvious. This made diagnostics difficult and time-consuming, as there were many plausible causes for a broken rig. This leveraged Unicode homographs to undermine attackers' trust in visual inspection, since most asset inspection tools, such as UABE, ASG, and DevX, and software such as Blender and the Unity Editor of the aforementioned version do not expose non-ASCII characters, with one of the exceptions being Notepad++, which I found unlikely to be utilized for this purpose.Exploiting their trust in visual inspection this way led attackers to conclude that the only remaining option for integration was asset extraction and reconstruction: exporting meshes and textures individually, performing placement, weight painting, recreating blendshapes, and similarly time-consuming tasks.Additionally, shaders for Unity 5.5.5p2 could not be decompiled using DevX or UABE, which were the primary tools competitors relied on at the time. However, leaving these shaders in unencrypted bundles would have allowed direct bundle integration and reuse through runtime assignment for the objects. For this reason, they were kept in a separate encrypted bundle, as custom legacy shaders were rare and therefore valuable. This prevented visual fidelity from being replicated outside the intended client and added further deterrence. Together, these measures substantially increased the time, effort, and expertise required to reuse the assets, effectively destroying the attackers’ return on investment within that ecosystem.In the end, this approach involved calculated risk and an asymmetric defense that deliberately targeted human inspection habits, and it proved effective. It did not make the system more secure in an absolute sense, nor did I consider it a long-term solution. Rather, I viewed it as targeted, low-cost structural incompatibility that raised attacker cost and time investment enough to function as an effective deterrent, while significantly improving AssetBundle loading performance for end users. Coupled with AssetBundle decompression through UABE, this reduced loading time by up to 90%. This approach proved valuable in preserving project survivability during its growth phase in such an environment.At times, simple and pragmatic solutions such as these can be sufficient for the task at hand. Security, in this context, is about stalling until a project achieves decisive success and reaches a point where such disruptions no longer matter. This is my view of asset security in such ecosystems: buying time and making use of that time to gain a lasting edge.

Ms. Dysphoria

31.12.2025


Pragmatic DDoS Mitigation for Constrained Systems


The first time I was approached by a self-described cybersecurity engineer was during an active DDoS attack on a game server I had been contracted to support. The offer of protection arrived almost immediately after the disruption began. Combined with the fact that the contractor was effectively anonymous and unwilling to disclose any base of operations or verifiable portfolio, this raised reasonable suspicion that the situation followed one of the oldest tricks in the book: quietly introducing a problem and then offering a paid solution.Service disruption through DDoS attacks is sometimes employed by individuals without legitimate cybersecurity credentials, who rely on the appearance of authority to engage in extortion in disguise. It is also common in highly competitive environments, largely because it is easy to execute and requires minimal resources relative to the impact it can produce. When paired with aggressive advertising, such attacks can be leveraged by competitors as a means of growth by pressuring users into migration, particularly in MMO games where the player base represents the platform’s most valuable asset, effectively functioning as a form of asset theft in the business sense.At the scale most game servers operate, the majority of DDoS incidents are carried out using readily available tools and services by individuals lacking in-depth expertise. These attacks often rely on a single attack vector rather than a coordinated multi-layer strategy, and for this reason, most incidents at this scale do not require complex or enterprise-grade solutions to mitigate effectively.After testing numerous service providers, I observed that low-tier offerings frequently failed to provide sufficient filtering or effective anti-DDoS protection. Some mid-tier providers offered more capable defenses, such as custom traffic filtering algorithms or challenge-based systems like captchas to mitigate botnet traffic. However, when operating under strict budget constraints, relying on third-party protection can become a process of frustrating trial and error.As a result, rather than relying solely on external mitigation providers, I proceeded to design ways of implementing low-cost, in-house protection mechanisms tailored to the attack patterns most commonly encountered in that environment, which I will outline without going into deep technical detail. Those interested may contact me for details.At the scale of small to mid-sized game servers, the majority of disruptive traffic tends to originate from automated tools or commodity botnets that are effective at generating volume but lack the ability to accurately emulate full client behavior at the application layer. While proxy-based attacks are more capable in emulation and dealing with the three-way handshake, they would require custom tooling and knowledge of the client-server interaction model to be effective.To exploit this distinction, the system defaulted to a deny-by-default posture: the game service itself was not directly reachable. Clients were first required to pass through a controlled admission phase on a separate endpoint, where a verification exchange was performed using authenticated client data and multiple contextual identifiers. Only after successful validation was temporary access to the game port granted, while invalid or malformed requests triggered rate limiting or temporary blacklisting at the authentication layer.The client-side logic responsible for generating this verification data was hardened through obfuscation, raising the cost of replication and making automation more difficult. While a sufficiently motivated adversary could reproduce the behavior with custom tooling after reverse engineering the client behavior, this approach proved highly effective against the prevalent attack methods observed in practice, without requiring enterprise-grade infrastructure or solutions.In practice, this model functioned as an application-layer admission control system. By increasing the strictness and complexity of client authentication and validation, it significantly reduced exposure to low-effort automated attacks without materially impacting legitimate users. On top of that, this system did not need to be kept functional at all times, but rather only during timeframes involving service disruption, to eliminate the attacker’s motivation while saving resources.The approach is extensible and can incorporate intermediary systems to offload verification and absorb abusive traffic. Cloud-based identity and edge services, such as managed authentication layers or WAF-backed entry points provided by platforms like AWS or Azure, can be introduced during the admission phase rather than in front of the game service itself.In constrained environments, this model can also be adapted to platforms not originally designed for traffic gating. Discord-based admission flows, implemented via custom bots, may introduce additional friction but can function as a viable alternative where service disruption is frequent and attacker sophistication remains limited. In this context, Discord acts as a human-proof-of-work mechanism for authentication.While these additional authentication steps may inconvenience some users, the trade-off is often preferable to sustained service instability or complete downtime. In this context, a deny-by-default posture combined with explicit whitelisting prioritizes service availability and operational stability over frictionless access.Ultimately, when attacker sophistication is limited and resources are constrained, pragmatic in-house filtering strategies can outperform generalized outsourced defenses. At this scale, stability is often achieved not by going for expensive solutions, but by creatively implementing gating mechanisms and repurposing available tools to reduce exposure and enforce controlled admission. Defense, in this context, is less about perfection and more about denying attackers the convenience they rely on.

Ms. Dysphoria

03.01.2025


Art & Design

Info
This section features some of my solo works alongside brief information on the knowledge I possess.
2D DesignLevel DesignUI DesignComposition3D Texturing3D Hairstyling
3D Clothing3D Prop DesignWebsite Design2D Animation

2D Design

Level Design


Artworks painted in Clip Studio Paint and Photoshop. No AI was used in the making, and I can always livestream as proof of work.I've been involved in photo manipulation and digital painting as a hobby for over a decade. However, due to recent advancements in AI image generation, I’ve shifted my focus toward other fields. I still engage in 2D design mainly as an editor, adjusting visual assets, correcting artifacts, and ensuring visual consistency.



Level design created for 2D URP in Unity Editor. Sprites were sourced from royalty-free real-life photographs, processed in Photoshop, refined, adjusted, and made transparent before being placed in a 3D environment, creating visually seamless parallax maps fitting for tilted perspective camera to enhance immersion.I complement my maps and improve them through custom-built shaders, particle effects, and coroutines for special effects.


3D URP variation with my original Lit Auto-Normal Sprite Shader

UI Design

Composition


Created in the Unity environment with 2D/3D URP. I designed, developed, animated, and created levels for the main menu from scratch. The examples displayed above are my first three attempts at creating functional and graphical user interfaces. Instead of the native animation feature in the Unity Editor, I mainly make use of coroutines to handle the GUI logic and visuals.



FL Studio has been my favorite digital audio workstation since 2010. I compose using a MIDI keyboard or the piano roll, while working with VST plugins and effects. I can compose in any genre, including classical, rock, medieval, new age, and synth. I have several albums and I am also present on SoundCloud, Spotify, and Apple Music. For other works: Music.


3D Texturing

3D Hairstyling


When it comes to texturing, my specialty is skin, alongside various facial features: eyebrows, eyelashes, makeup, tattoos, scars, and skin imperfections. I have created numerous textures and maps for character customization in several social games. I mainly work with real-life photographs, morphing and reworking them into usable textures for 3D models while using quality enhancers to retain texture details during morphing. In addition to that, I also prepare blendshapes through 3D sculpting, or morphs, for face customization, and I am familiar with shaders.When the shader at hand supports multiple maps for character customization, I prepare all assets separately according to the requirements of each supported layer.



Hairstyling is my specialty in 3D modeling. I have created many customizable hairstyles for various MMO games. They are mostly designed as low-poly, typically ranging from 5,000 to 10,000 polygons. My workflow for creating hairstyles includes building with hair cards or morphing provided hair meshes to fit the character models, optimizing polygon count while ensuring smooth topology for animation. I fix visual artifacts, adjust UV maps, prepare textures, and create tricolor gradient masks for coloring customization. I refine weight painting to ensure clean and glitch-free animations, add blendshapes for hat compatibility, and create LODs for optimization while retaining blends.In addition to all that, I am also experienced with hair physics: I can groom and fine-tune simulated hairstyles.


3D Clothing

3D Prop Design


While I’m not experienced in modeling wearables from scratch, except for accessories, I have worked on plenty of meshes, and I am able to modify and prepare game-ready assets. The examples above aren't my work, but rather meshes I was tasked with integrating. My workflow involves morphing, preparing item masks to hide body parts to prevent body clipping, setting up UVs for maps, creating RGB color maps or setting up elements for in-game coloring customization, weight painting clothing accordingly (e.g., skirts requiring a delicate approach to ensure smooth animation without clipping), and adding blendshapes when needed for customization (e.g., skirt length, cap length/width, and form variations for wings). In the end, I can integrate any kind of wearable.



Besides hairstyles, I also create 3D props. I use reference images to replicate objects in a 3D environment. While organic modeling isn’t my strength, I make do with hard-surface modeling.My workflow prioritizes speed, aiming for artifact-free results with clean maps and normals, without spending unnecessary time on overly fine topology for static objects.


Website Design

2D Animation

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

Wendigo Animation

I am familiar with basic rigging, puppet animation, and video editing, mainly using After Effects and Filmora. However, I am only able to handle basic tasks, as this is not a field I have spent much time on.Below is my most recent work, Wendy the Wendigo, which I designed from scratch and sketched on skin paper for a tattoo, painted, animated, edited as a video, and voice-acted, along with the timeline as proof of work.


Wendigo Animation

Software Development & Design

Info
I have experience in developing applications and using Blend for storyboard-based visuals. I am accustomed to creating custom tools to assist developers, as well as administrative tasks such as file management. Additionally, I have experience in integrating diverse applications, databases, and web services to ensure functionality across systems.
My preferred primary language is C#. I can also work with similar languages, such as JavaScript, to a degree.
In terms of APIs, Unity is my specialty and most frequently utilized API. I believe it is unnecessary to list them all individually, as I consider the ability to work with any well-documented API a fundamental skill in programming.

Integrity Verifier

Bulk Replacer


Extracts file records from a root directory and compares them with another directory to detect missing, excess, or mismatched files. Useful for keeping files synchronized across clients.



Functions similarly to Notepad’s Find & Replace, but operates on file names and file contents across an entire selected directory, while offering optional inclusion of subdirectories.


Backup Automator

File Shredder


Backs up specified files or folders at set intervals, while offering optional compression to reduce file size. This is particularly useful for databases and projects, as well as games and game servers that lack native support for multiple save files.



Attempts secure deletion to reduce recoverability. While not guaranteed on all file systems, this tool is useful for bulk deletion of files via naming convention or content-based imprint with key codes in emergency. (e.g. delete every file with the string [113] in it)


Cryptic Transmitter

Advanced Rich Presence


A basic open-source, real-time, peer-to-peer chat application with end-to-end encryption. It was developed as an experiment. It opens a port to establish a connection and transmits direct messages without needing a third party. It is designed with people wanting full control and transparency in mind. Either VPN or IPv6 is suggested due to the restrictions of CGNAT, if present.



A custom Rich Presence system for Discord. It supports animated buttons, text, and images, and it can be designed through the use of available prompts without requiring any coding experience.


Automated Whitelister

Anti-Whitelister


A server-side application. It listens on a designated port and receives encrypted client authentication requests. It verifies request authenticity and, if valid, adds the client’s IP address to the firewall whitelist. Repeated invalid requests, potentially originating from botnets, are ignored, rate-limited, or blacklisted, helping to protect critical ports. This system can be integrated into launchers or games, with a method call executed prior to connecting to the game server, ensuring safer player connections.I do not consider myself a cybersecurity engineer; this was a makeshift solution I developed long ago while dealing with DDoS attacks as an administrator, and it proved to be effective in the environment and ensured server stability for years.



A software tool that mimics requests to Automated Whitelister and throttles it using proxy servers by continuously sending valid requests. This results in specific ports being opened for the proxies on the server, enabling a denial-of-service scenario. The tool relies on reverse engineering to replicate the authentication method and makes use of a proxy list to initiate the attack. It is an experiment in how I can exploit my own security systems.



Discord Development & Design

Info
When it comes to Discord, I have experience in structuring and designing the backend and frontend of servers. I believe having a reliable and presentable community server for a presence on such platforms is essential in the game industry.
I design layouts, animated icons, banners, stickers, emojis, embeds, make use of Markdown, and incorporate unique Unicode characters to improve server presentability while also handling the backend and bots to ensure server safety.
I develop third-party plugins and custom bots using C# and WPF. I have experience in creating interactive Discord Rich Presence and integrating it into games, including those without native support for the Discord SDK or the framework.
Additionally, I am a former BetterDiscord developer and have released plugins for the platform.

Rich Presence

Plugins


My projects, Discord Integration for Unity Editor and Advanced Rich Presence, are useful for designing custom Discord Rich Presence profiles, including animated elements, prompts, and timers. I can create dynamic and animated Rich Presence integrations for games, applications, and even individual user instances within the operating system. For unsupported or outdated clients, I can implement Rich Presence through external applications while handling communication via IPC and ports.



A BetterDiscord plugin (currently outdated - no longer in service). It customizes letters, numbers, symbols, and even space width, essentially functioning as a character converter. This was my first attempt at developing a plugin for software and my first time with JavaScript, a language I initially knew little about aside from its similarity to C#. It can work on older versions of BetterDiscord.


Bots

Webhooks


A Discord bot built with WPF and C#. It can send messages in servers, display and handle direct messages, join voice channels, convert text to speech through a voice synthesizer, and stream audio files. When provided with an API key for ChatGPT and the behavior is toggled on, it can respond to user messages.



I utilize webhooks to transfer information from applications. The example shows an in-game security system that detects and reports user activity, such as chat messages containing profanity or the presence of blacklisted processes, by sending an alert to a designated Discord channel and tagging staff members.


Group Design

Embeds


I design Discord servers using emojis and a variety of Unicode characters, create banners and icons for roles to enhance visual presentation, and also handle the backend. I also make use of Discord Markdown to create organized updates and changelogs.



I design embeds in various formats to deliver announcements and information in clear and visually appealing ways while being mindful of cross-platform differences (e.g. mobile displaying embeds differently) and optimizing for the best outcome.



Literature

Info
This section presents my works and information on my background.

Works

The Author

Background
As an exophonic writer, I learned the language as a cold system rather than an identity. I was taught the high register first: the rules, the structures, and the correct words to use. I wasn't interpellated into the language’s moral reflexes. I did not inherit its euphemisms unconsciously. Often writing felt like painting while being fully colorblind: no colors to experience, only a structure resulting from calculated strokes of a brush. Such is the inherent condition of exophony.
Literature is my primary academic field. I studied both English and American literature independently with the goal of becoming a teacher, though ultimately had to abandon that due to a conflict between my identity and the institution.
In my earlier years, I worked with language, translating works of literature as well as formal letters. I had an interest in the institutional register. I would read books on law and legal transcripts. A recurring principle in the environment was "procedure comes before substance", a notion that has stayed with me ever since. Having an interest in both literature and institutional writing, as well as activism and protest, I've developed a special liking for deadpan satire, for which I seem well equipped. When writing on the issues of today, I have noticed the effectiveness of such a grotesque method.
As a writer living in a hostile country and facing systemic violence, I've witnessed many corrupt institutions and NGOs. People were abused, exploited, harmed, killed, or left to die, and it was all made to appear harmless through language. That is how I started writing: on society, institutions, governance and biopolitics, the system's management of people, their perception, imagination, and their feelings, while utilizing the same register of the system to expose the violence of language. As a wronged literarian, these became my motivation for writing satire: it's a payback against institutions.
Methodology
As a constraint: the alignment of this text is not justified; instead, each line is carefully constructed to appear equal in length: replacing words and rephrasing until the whole text is not only grammatically but also "physically" structured. Without breathing room and adjusted margins, it helps establish claustrophobia and a sense of dreadful bureaucracy.
I am interested in psycholinguistics as a writer: how certain words and constructions can influence human psychology. When I write satire, I make use of specific methods and strategies: adopting a strict impersonal register and employing agentless passives, utilizing aoristic and exonerative constructions, euphemisms, hedging, nominalizing verbs through grammatical metaphor and turning actions into forms frozen in time: abstracted, made distant, in all relevant aspects. By the time reading occurs, it has already concluded; by whom, when, and where remain unknown.
Regarding Generative AI
A couple of times I received such implications about utilizing generative AI due to my prose, which led me to write the Guidelines for Plausible Human Authorship in response. My works are highly formal as they are institutional satire; it wouldn't have worked otherwise. Taking triads and tricolons for instance: as rhetorical devices no literarian can deny their usefulness in writing. I occasionally make use of them: utilizing the first two elements as decoys to hide the last anticlimactic element for that unpredictable shock factor. Nowadays, this use is taken as a compromised marker and this is utterly ridiculous. Similarly, about unnatural and uncanny phrasing at times, as a matter of fact I am no native speaker: these are to be expected accordingly at times when I decide to experiment, and at times that is the intended function. My pieces are no placeholders; each one tackles sensitive topics in an unforgiving manner, and weaponizes humor for such delicate topics. They're morally loaded, grounded, carefully iterated. Accordingly, which seems to be serving as another marker these days, I note that these allegations wouldn't suffice for invalidating the points made. After these outrageous and insulting implications, I urge those who are skeptical to try replicating my works through those chatbots and see if they are indeed capable of generating satire with nuance and humor on these controversial topics. I am personally confident that no LLM can imitate my complex worldviews, obsession, and my sense of humor.
Perhaps I am being like Thomas Bernhard. I already keep unrelenting composure throughout all the pieces; situational bleed-through now and then wouldn't be so irrational. Ultimately, I refuse to let my prose be defined by popular culture and take a stance as every self-respecting writer should do. This is what I can express regarding such use in literature.
Citation & References
Regarding the works, it was considered whether they should make extensive use of citations and references to ground them. It was suspected that doing so could turn satire into a field report, consumed without prompting any substantial change. Ultimately, it was concluded that providing direct links would short circuit the intended epistemic disturbance. Accordingly, it was deemed preferable to instill skepticism in order to encourage self-reliance and independent inquiry:
"Was this merely a grotesque exaggeration of institutions, or a leaked and grounded internal memo?"
Closing
No release valve, no catharsis, no comfort; only further descent.
This functions as a meta-commentary on the corpus as a whole.
The prior clarification is provided for contextual reference only.
No further interpretive guidance is required.