Metatransformer Games
Design, code, art direction, writing, audio and production on three titles in one shared setting. Plus the open-source stack underneath them.
Fifteen years across robotics, web and games. I take the projects that look too big to finish, and I finish them alone.
Software engineer · founder · solo game developer
A one-person game studio and an open-source lab, run together on purpose. The studio ships the games. The lab ships the tools the games needed.
Day to day I orchestrate a fleet of coding agents — fifteen or more at once, across three 20× Max plans. Writing the code stopped being the bottleneck. Scoping, reviewing and landing it is the job now.
Robotics research, a nine-figure software outcome, an agency, a private equity fund, two operator seats, and a game studio. Most recent first.
Design, code, art direction, writing, audio and production on three titles in one shared setting. Plus the open-source stack underneath them.
Applied research and the product surface it turned into.
vn.aiFirst engineering hire, then ran engineering while the company looked for a permanent CTO.
awarded.aiA lower-middle-market private equity fund. It buys small businesses that hold up in any economy, then rebuilds them around AI, automation and analytics. Conservative structures, margin of safety, operator alignment.
The co-investment side of the same thesis. Built the product, ran the marketing, and did the investing.
smbinvestornetwork.comA boutique software engineering venture, grown to seven figures. Hard builds for people who had already been told it could not be done.
Marketing automation built to go directly at HubSpot, joined in its formative days. Sold to SMTP Inc for $15M, and again years later for $250M.
Robotics lab as an undergrad, then NASA robotics. Undergraduate researcher in common-sense reasoning and classical AI. First place, 2012 senior project: an AI robotic chess set with a crane arm. Headed for an AI PhD, and left for startups instead.
Three titles in one shared setting. Design, code, art direction, writing, audio and production, by one person.

Don’t build a character. Build the party. A co-op dungeon-raiding ARPG where six classes combine as main and subclass, and the run is decided by how four jobs survive the same room.

Ikaruga’s polarity, Vampire Survivors’ pressure, and a spell-fusion language you can read at a glance. Finished, released, and free.
The second title in the shared setting, built on the same lore canon Valenfeld consumes as a submodule.
Every one of these exists because a project needed it and nothing on the shelf fit. Star counts are live figures, not rounded ones.
A local-first, MIT-licensed design editor. A design is a JSON file on your disk — diffable, scriptable, and renderable from a terminal. No account, no server, no paywalled export.
Open on GitHub ↗An agentic framework for building games with Claude Code. Cited, engine-agnostic game-design knowledge plus the process to apply it, wired to per-engine skill packs.
Open on GitHub ↗A desktop recording studio where every source stays its own lane. Screen, webcam, mic and system audio captured together, editable apart, cut into posted-ready clips locally.
Open on GitHub ↗A discrete PID controller whose gains are evolved rather than hand-tuned. Written in the robotics years and still the most-starred thing on the account.
Open on GitHub ↗Deploy and orchestrate clusters of agents over Docker and a Tailscale mesh. Hundreds of interconnected agents on any cloud.
Open on GitHub ↗Guardrails for agent execution. Bounds what a running agent is allowed to touch, so a fleet can work unattended without a blast radius.
Open on GitHub ↗Stated plainly so nobody wastes a call finding out.
I take the ones nobody else can solve and nobody else wants to. Hackers & Painters is the operating philosophy: code as art, shipped.
The massive, faintly unreasonable project that changes the game if it lands. I do not do well on maintenance, and I do not pretend otherwise.
Design through art through code through release. Stubbed half-features are not evidence of anything.
Fifteen-plus agents at once. Orchestration, adversarial review, and landing the work are where the leverage is now.
Real-time WebGL, running on this domain. The same content as the page you are reading, presented as a place you can walk through.
One continuous Three.js world on a single rail. Both games, the devlog wall, and the site itself as an exhibit.
Enter →The same facts as milled plates on a steel spine, over a Wolfram automaton that prints itself on load.
Enter →A reaction-diffusion volume you can reach into, raymarched and simulated live in the browser.
Enter →I don’t fill in job applications. If you have the project that is too big, write to me directly.
nick@metatransformer.com