/ work
work
a bunch of stuff i've made, all varying in scopes and sizes
Overwatch Workshop
All scripts were built with OSTW
Compiling requires my personal macros, a collection of shorthand and quality-of-life functions to make OSTW development less of a hassle
Colloquially known as 'YATFFA' and was the preferred 'Tryhard FFA' gamemode for competitive players during its peak.
Dynamic statistics Favorites, to quickly toggle a frequently used option without opening the menu In-game cursor menu to allow individual players to customize their experience Custom localization, with Japanese and Korean translations available Choice between heal on kill, or healing pickups Automatic AFK tagging, eventually kicking the player if they remain inactive for too long Map railings destroyed on round start Slew of Workshop Settings for lobby host customization
Updates occur whenever new heroes are added to the game and that I believe would fit well within the gamemode. Rebalanced FFA gamemode, intended for competitive players to include in their warm-up or practice regimen.
Colloquially known as 'YATFFA' and was the preferred 'Tryhard FFA' gamemode for competitive players during its peak.
Dynamic statistics Favorites, to quickly toggle a frequently used option without opening the menu In-game cursor menu to allow individual players to customize their experience Custom localization, with Japanese and Korean translations available Choice between heal on kill, or healing pickups Automatic AFK tagging, eventually kicking the player if they remain inactive for too long Map railings destroyed on round start Slew of Workshop Settings for lobby host customization
Updates occur whenever new heroes are added to the game and that I believe would fit well within the gamemode.
A personal pet project that I've used to learn and practice vector math.
Pickups are scattered throughout the map to change how your weapon fires:
Additionally, a large variety of movement options are always readily available:
Eventually, I want to evolve this into it's own independent project, completely detached from Overwatch Workshop. Fast paced Xonotic / Quake 3 Arena / UT2004 inspired one-shot-one-kill gamemode with a pickup centric gameplay loop.
A personal pet project that I've used to learn and practice vector math.
Pickups are scattered throughout the map to change how your weapon fires:
Additionally, a large variety of movement options are always readily available:
Eventually, I want to evolve this into it's own independent project, completely detached from Overwatch Workshop.
Compiling requires my personal macros, a collection of shorthand and quality-of-life functions to make OSTW development less of a hassle
Yet Another Tryhard FFA
November 2020 - February 2026
Rebalanced FFA gamemode, intended for competitive players to include in their warm-up or practice regimen.
Colloquially known as 'YATFFA' and was the preferred 'Tryhard FFA' gamemode for competitive players during its peak.
Updates occur whenever new heroes are added to the game and that I believe would fit well within the gamemode. Rebalanced FFA gamemode, intended for competitive players to include in their warm-up or practice regimen.
Colloquially known as 'YATFFA' and was the preferred 'Tryhard FFA' gamemode for competitive players during its peak.
Updates occur whenever new heroes are added to the game and that I believe would fit well within the gamemode.
Instagib
October 2020 - September 2025
Fast paced Xonotic / Quake 3 Arena / UT2004 inspired one-shot-one-kill gamemode with a pickup centric gameplay loop.A personal pet project that I've used to learn and practice vector math.
Pickups are scattered throughout the map to change how your weapon fires:
- Pierce - Shots go through multiple surfaces
- Ricochet - Shots bounce off of surfaces
- Spread - Shots spread out in a cone pattern
- Spark - Explosive shots, with an explosive projectile that can be detonated early by shooting it for an increased radius
- Electro - Explosive shots, with a bouncing projectile that explodes shortly after hitting a surface
- Needle - Rapid fire homing shots
- Volt - Laser that decreases in accuracy and range the longer its fired
- Arc - One shot laser that bounces off of surfaces
- Ballista - Large radius explosive shot that ignores all surfaces
Additionally, a large variety of movement options are always readily available:
- Bunnyhopping for the potential to gain absurd speeds
- Knockback projectile for disorienting players or for mobility usage
- Unreal Tournament-like Dodging
- Brief vertical flight
- Linear horizontal flight to maintain speed
Eventually, I want to evolve this into it's own independent project, completely detached from Overwatch Workshop. Fast paced Xonotic / Quake 3 Arena / UT2004 inspired one-shot-one-kill gamemode with a pickup centric gameplay loop.
A personal pet project that I've used to learn and practice vector math.
Pickups are scattered throughout the map to change how your weapon fires:
- Pierce - Shots go through multiple surfaces
- Ricochet - Shots bounce off of surfaces
- Spread - Shots spread out in a cone pattern
- Spark - Explosive shots, with an explosive projectile that can be detonated early by shooting it for an increased radius
- Electro - Explosive shots, with a bouncing projectile that explodes shortly after hitting a surface
- Needle - Rapid fire homing shots
- Volt - Laser that decreases in accuracy and range the longer its fired
- Arc - One shot laser that bounces off of surfaces
- Ballista - Large radius explosive shot that ignores all surfaces
Additionally, a large variety of movement options are always readily available:
- Bunnyhopping for the potential to gain absurd speeds
- Knockback projectile for disorienting players or for mobility usage
- Unreal Tournament-like Dodging
- Brief vertical flight
- Linear horizontal flight to maintain speed
Eventually, I want to evolve this into it's own independent project, completely detached from Overwatch Workshop.
Molotov with Physics
April 2021
Proof of concept custom projectile that does not use the built-in 'Create Projectile' function introduced to Overwatch Workshop in late 2023, nor in-engine physics.
Proof of concept custom projectile that does not use the built-in 'Create Projectile' function introduced to Overwatch Workshop in late 2023, nor in-engine physics.
Waving Cube
March 2023
Simple waving cube visualization.
Simple waving cube visualization.
Swiss
July 2023
Unfinished in-game bot replay editor with only the custom scrubbing timeline UI completed. Originally conceived to assist the Los Angeles Gladiators' social media team in creating short-form content,
prior to the firing of all creatives and eventual dissolution of the parent organization in October 2023.
Unfinished in-game bot replay editor with only the custom scrubbing timeline UI completed. Originally conceived to assist the Los Angeles Gladiators' social media team in creating short-form content,
prior to the firing of all creatives and eventual dissolution of the parent organization in October 2023.
Mimic
February 2020 - February 2024
1v1, 2v2, or 3v3 mode where many bots spawn to fight by your side and mimics every action that you do. Bot amount changes dynamically based on the amount of human players in the game.
1v1, 2v2, or 3v3 mode where many bots spawn to fight by your side and mimics every action that you do. Bot amount changes dynamically based on the amount of human players in the game.
Miscellaneous Scripts
2019 - 2023
Random variety of scripts that didn't end up being their own independent project for whatever reason, whether it be them evolving into larger projects, an experimental snippet, or just practice.
Random variety of scripts that didn't end up being their own independent project for whatever reason, whether it be them evolving into larger projects, an experimental snippet, or just practice.
Miscellaneous
osu! Skin
2025
Edit of "(SK) Mathi DT" with a focus on maximizing tech readability and using osu!lazer's modern design philosophy.
Edit of "(SK) Mathi DT" with a focus on maximizing tech readability and using osu!lazer's modern design philosophy.
Inkscape, Photoshop
scort.cc v2
February 2026
You are here! Redesign of my personal website since I wasn't really happy with how simple the first website was.
I want to treat this as a medium to showcase things I've made, and as a bonus it made me learn a bit about Astro and JavaScript.
You are here! Redesign of my personal website since I wasn't really happy with how simple the first website was.
I want to treat this as a medium to showcase things I've made, and as a bonus it made me learn a bit about Astro and JavaScript.
HTML, CSS, JavaScript, Tailwind, Astro
Mirror's Edge Catalyst Mods
Requires Frosty Mod Manager
No Naturally Spawning K-Sec
February 2018
Removes enemy patrols in freeroam. Required mod for 'All Dashes No TP (ADNTP)' speedruns.
Removes enemy patrols in freeroam. Required mod for 'All Dashes No TP (ADNTP)' speedruns.
Lighting Overhaul for Better Skies
August 2017
Drastically modifies world lighting, and allows moonlight to cast shadows.
Drastically modifies world lighting, and allows moonlight to cast shadows.
Takedowns in Freeroam
July 2017
Allows takedown interactions in freeroam.
Allows takedown interactions in freeroam.
Repaired Buildings
July 2017
Repairs any story related buildings in freeroam if they're broken due to story progression.
Repairs any story related buildings in freeroam if they're broken due to story progression.
No Dirty Walls
July 2017
Removes dirty footprints, slide marks, dirt, and grime in the world.
Removes dirty footprints, slide marks, dirt, and grime in the world.
No CC on Knockout
June 2017
Removes color correction flash on enemy knockouts.
Removes color correction flash on enemy knockouts.