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.
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.