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ael-dev3/README.md

🧙 Ael — Full-Stack & Game Engineer

Specializing in real-time TypeScript systems, WebGL/Three.js, and onchain data pipelines.

I design, implement, test, and ship browser-based products across interactive 3D, persistent multiplayer state, Farcaster identity, and reproducible blockchain analytics. I build persistent worlds and deterministic systems—the kind of engineering that should still work after the magic wears off.

Links: Warpkeep · Warpkeep on Farcaster

Selected projects

Warpkeep — persistent multiplayer strategy world

Live Alpha · React · TypeScript · Three.js/WebGL · SpacetimeDB · Cloudflare Workers · Farcaster

Built and shipped a browser and Farcaster Mini App strategy world with a server-authoritative, persistent realm. The live invite-only Alpha currently serves a founding cohort of approximately eight admitted Farcaster players, each returning to a durable keep with four asynchronous Workers. The system covers verified identity and admission, persistent ownership and resources, worker journeys, mobile/desktop rendering, additive database migrations, operational tooling, asset provenance, and release verification.

Warpkeep Genesis 001 realm

Degen Dogs Mission 3 Analytics — reproducible Base analytics

Live dashboard · Python · SQL/SQLite · Base/EVM · Vite · GitHub Pages

Built a reconstructable onchain analytics and archive pipeline that reads Base RPC and contract data, decodes it in Python, executes an approved SQLite query layer, and publishes inspectable CSV/JSON datasets and a static dashboard. The checked-in pipeline cross-verifies current state across providers, covers 200+ auctions, unifies Mission 1–3 search, and includes automated consistency checks, refresh telemetry, recovery runbooks, and hourly publishing support.

Ashen Hallow — deterministic browser autobattler

Play · TypeScript · Canvas · Vite

Built a playable two-faction fantasy strategy game with eight units and four building types, grid deployment, persistent army progression, seeded enemy AI, pathfinding, touch controls, and data-driven combat mechanics. The engine separates domain, simulation, AI, rendering, input, and audio layers; releases are gated by production builds, deterministic gameplay regressions, and automated architecture contracts.

Technical stack · spellbook

Languages: TypeScript, JavaScript, Python, SQL, HTML, CSS, GLSL
Frontend and graphics: React, Three.js, WebGL, Canvas, responsive UI, Vite
Backends and data: Node.js, Deno, SpacetimeDB, SQLite, Firebase/Firestore, Cloudflare Workers
Web3: Farcaster SDK and Auth, Base/EVM, viem, JSON-RPC, contract calls, event indexing, DuneSQL
Quality and delivery: Vitest, deterministic regression testing, architecture contracts, GitHub Actions, GitHub Pages, migration and recovery runbooks
Asset pipelines: glTF/GLB, mesh optimization, runtime asset verification, provenance and licensing controls

How I work

I run an AI-augmented engineering workflow using Codex and Hermes to increase research, implementation, and QA throughput. I remain accountable for architecture, implementation choices, code review, testing strategy, security boundaries, acceptance criteria, and release decisions.

I enjoy building systems that are deterministic where correctness matters, expressive where users feel them, and documented well enough to recover.

Build the realm. Define the rules. Test the magic.

Pinned Loading

  1. Warpkeep Warpkeep Public

    A persistent Farcaster strategy world where every admitted founder has a castle in Genesis 001.

    TypeScript 4

  2. Degen-Dogs-Mission-3 Degen-Dogs-Mission-3 Public

    Base event indexing and Degen Dogs analytics — Python, SQLite/SQL, Vite, and GitHub Pages.

    Python 1

  3. Ashen-Hallow Ashen-Hallow Public

    Browser-based TypeScript fantasy autobattler with deterministic combat, seeded AI, and automated regression tests.

    TypeScript

  4. Warpkeep-Assets Warpkeep-Assets Public

    The provenance-tracked visual archive for Warpkeep — castles, resources, and a living Farcaster frontier.

    Python 1