**Capywood** is a cinematic 3D delivery arcade game where players navigate San Antonio's Pearl District on a Vespa, racing against timers to deliver margaritas to NPCs for combo-multiplier scoring. Built with Three.js/React Three Fiber and Rapier physics, it features a viral mechanic: auto-rendered 9:16 replay cards (via ffmpeg.wasm) optimized for Instagram Reels sharing, deployed live at jade.thirstyai.live with a FastAPI backend tracking daily leaderboards.
**CarnivalQuest** is a browser-based arcade game built with Phaser 4 that delivers fast-paced carnival-themed gameplay directly in the browser. Uses Vite for optimized bundling and TypeScript for type-safe game logic, enabling smooth performance and maintainable code at scale. Deployable as a static asset—no backend required.
**Cosmic** is a GMS v83 MapleStory private server emulator built on Java 21 with Netty for networking and MySQL for persistence, supporting JavaScript-based NPC/quest scripting via GraalVM. Deployed on a live VPS running a customized "Thirsty Story" instance (3x EXP, 2x Drop rates), it demonstrates full MMO server infrastructure: Docker containerization, Maven build pipeline, real-time client-server protocol handling, and game state management across multiple concurrent players. Maintains vanilla gameplay fidelity while reducing technical debt from decade-old emulator codebases (OdinMS→HeavenMS lineage).
**CruiseQuest** is a browser-based cruise-planning game that combines interactive storytelling with real-time decision-making. Built with Flask backend and Claude AI for dynamic narrative generation, it uses Pillow for image processing to render voyage scenarios. Deployed on Gunicorn with serverless-ready architecture, handling procedural story branching across multiple player routes.
Flappy Cup is a Flappy Bird-style mobile game themed around Thirsty Aztec's branded yard cups, built with React + Canvas and deployed to iOS via Capacitor. The game features procedurally-drawn San Antonio landmarks, flavor collection mechanics, and haptic feedback, with a single-command setup script that automates the entire build and Xcode launch process. Deployed to App Store with 0 external game engine dependencies—all physics and rendering handled through vanilla Canvas API.
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