Projects

Longer-running threads — a game in production with Remanom, side projects with a friend, and an ongoing piece of urban research.

Game · in production
Remanom Games · Environment & Technical Artist · Part-time
Unhappening banner — Remanom Games

Unhappening

A 2.5D side-scrolling adventure-puzzle game in development at Remanom Games — closer in tone to Limbo, Inside, and Reanimal than to anything brighter. Built in Unreal Engine 5.6. Early stage; the team is building an audience and seeking investment.

My part: prop modelling and the more technical PCG (procedural content generation) side of dressing levels.

Open source · web
With Krista Gergely
HTML Heaven — open-source home for HTML5 apps

HTML Heaven

A community-curated catalog of single-file HTML5 applications — small games, tools, timers, anything that runs in a browser tab. Born from the same problem everyone with an AI assistant runs into: tiny HTML utilities pile up in local folders and never go anywhere. HTML Heaven gives them a home, and a place to find other people's.

Submissions can be uploaded as self-contained HTML or linked externally; a GitHub Actions pipeline scans every bundled file for secrets, trackers, cryptominers, and phishing patterns before it's published. Categories, tags, search, profiles, likes, comments, follows.

Next.js 16 · TypeScript · Tailwind v4 · NextAuth · Cloudflare D1 · Cloudflare Pages.

Game · in development
With Krista Gergely · Godot 4.2

Drinkustry

A cyberpunk co-op tycoon game in which up to four players run asymmetric corporations — Agricultural, Industrial, Logistics, and Economic — that must cooperate (and quietly interfere with one another) to turn orchards into cider, and eventually wine and spirits.

Each corporation plays differently. Farms balance range and irrigation. Factories solve a Sandship-style production grid. Logistics routes vehicles in the spirit of OpenTTD. The economic arm runs espionage and market manipulation. A shared tech tree, a strategic storage-and-aging layer, and Endless Space 2/Humankind-style narrative events tie the four roles into a single evolving story.

I'm the artist on the project, working alongside developer Gergely Krista, who handles the Godot engineering.

Research · ongoing
Solo · QGIS, historical Street View

Budapest Street-Level Functions

Mapping how the ground floors of selected Budapest streets — cafés, shops, vacancies, residential gates, presszók, kormányablakok — have shifted over the last twenty years, read against the political and economic backdrop of the period.

The methodology uses historical Google Street View captures as its primary source: each capture date becomes its own observation, building a chronological stack of snapshots per unit. A long-format schema separates the physical space (unit_id) from the business identity (business_id), so turnover and function change can be analysed independently. Hybrid uses are handled with fixed-weight shares, and frontage activity is scored on Jan Gehl's A–E scale.

Ráday utca, with its documented gastro-boom-and-decline arc, is the proving ground. The final output is a QGIS time-slider visualization that lets the change signal be read alongside the events that shaped it.

Repo private during data collection; methodology and findings will surface here as the work matures.