About

Zunbreak

I’m a self-taught developer building games, tools and interactive systems where execution matters.

I care about constraints, taste and iteration speed because that is where most projects either become real or quietly fall apart.

Zunbreak

How I got here

I did not come through a traditional computer science path.

I learned by building things that had to work in the real world before code became the main tool. That still shapes how I work today.

What I optimize for

The work I enjoy most usually has a few things in common.

  • Gameplay or tooling has to feel right, not just compile.
  • Small systems remove repeated friction for real users.
  • AI is used with judgment as leverage, not as a shortcut.

What keeps me building

I like projects where there is something to figure out. A system that needs to feel better. A tool that removes friction. A visual idea that needs to become real instead of staying as a sketch.

That mix of problem-solving, taste, momentum and constant learning is what keeps me moving.

What you’ll find here

This portfolio shows selected public work, case pages that explain how I think, and clear boundaries where product code stays private for IP or active builds.

The goal is not to open-source everything. It is to show depth where it matters.

If you are hiring, collaborating or evaluating a specific build, start with the project pages. For direct contact, use the links on the home page.