Omari
No degree. No pedigree. I learned everything the hard way — and now I build things most teams need five people for. Games on Steam. Websites in production. Communities that stick around. Design, code, narrative, art direction, deployment, support. All of it. All me.
The new wave of AI didn't replace me — it closed every gap I had left. No more imposter syndrome. I can do what any of them can do now, and I've got the shipped work to prove it.
A systemic gothic tragedy about entropy, inheritance, and the literal weight of history. You are the Ancestor — the collective memory of a bloodline — guiding a dynasty through 100 generations as choices cascade, traits mutate, and history accumulates as physical weight on everything that follows. Every system feeds every other.
A one-hand arcade roguelike shooter played with four buttons and nothing else. Walk, jump, fire, swap element. Built to be played while you eat, smoke, drink, or hold a baby. Procedural dungeons, procedural music, procedural SFX, zero asset files. Eleven megabytes total. Nine localized languages. Gamepad and Steam Deck supported. The constraint is the design.
Downer Management
Bureaucratic autobattler RPG. Manage a department of disposable employees through thirty-two years of office collapse — hire, promote, demote, mourn, file. Six departments, eighty-nine skills, eighteen named rivals, four endings, one form to sign.
Marblewick: Dragons Die
A small strategy game about leading a flight of named dragons out into the reach and bringing them home. Bells twice on return. Pegs at the hearth, pretending he wasn't worried. Losses leave empty chairs at the long table.
Servitude Inc.
Morally-ambiguous text-only management sim where worker personality,
memory, bonds, and rumors drive emergent narrative. ~56 plain-JS modules
under src/lib/game/Engine.js with zero browser dependencies.
Headlessly playable in Node for balance sim.
Wellness Protocol
Satirical autobattler where wellness routines become combat mechanics. Built as a rapid SvelteKit prototype.
Play →Gridfire
Elemental match-3 grid with wave-based enemies, boss fights, perks, and a reactive soundtrack. Pure browser game, no install.
Play →Dragoncut Killer
Samurai-styled cutting game. Timing, judgment, and level progression. Footsteps, heartbeats, blood particles. Small and sharp.
Play →dred.work
The Dredwork label's public face. Catalog of every game in the slate with live Steam widgets, status pills, and a comic-book mail-order aesthetic. One human, one keyboard, the actual catalog.
adarkfable.com
The creator-facing brand. Arcade character-select chooser routes to three persona pages (omari / dred / fey), each with its own design language. Built and deployed solo.
oathofbattle.com
AI-powered shareable run readings. Players post their game results and receive literary tarot interpretations. API, KV persistence, rate limiting, gothic design system.
adarkfable / Dredwork
Built the identity from scratch. Name, visual language, Discord, Twitch streaming kit, community voice. Managing players through development and turning feedback into shipped features.
Full-stack ship discipline
I take projects from blank canvas to shipping product alone — architecture, code, design, art direction, copy, deployment, telemetry, support, post-launch maintenance.
Languages & runtimes
Daily-driver Lua + Love2D for games. JavaScript / TypeScript / Svelte / SvelteKit / Astro / React for web. Python / shell for tooling. SQL, CRDTs, Cloudflare Workers / KV / R2.
Community & product
Years of community building and product work in tech. I know how to stand up a Discord, run feedback loops, write changelog notes people actually read, and shepherd a player base into shipped features.
Writing & narrative
Self-published novels on Amazon. An album, Machine Lord Human Gang — Don't Believe, also on Amazon. Every game ships with prose I wrote. I can write the docs and the dialogue.
I'm not waiting for permission anymore. If you need someone who builds, ships, and stays — let's talk.