Building a creative lab in an afternoon
How vena café went from a domain search to a live subdomain-hosted studio in a single session — the pipeline, the design decisions, and what I'd do differently.
A personal studio for making things — interactive experiments, generative art, shaders, and games. I build here. You're welcome to look around.
A raymarched 3D scene rendered entirely in GLSL shaders. Signed distance functions, soft shadows, ambient occlusion, and iridescent lighting. Drag to orbit.
A synthwave reimagining of Snake. Particle trails, screen shake, three food types, CRT scanlines, smooth interpolated movement, and localStorage high scores.
An interactive flow field of 1,200 particles following Perlin noise. Move your mouse to steer the flow, click to burst. Five curated color palettes.
A Spanish reading-comprehension app that pulls authentic news and rewrites it to your CEFR level. Vintage broadsheet aesthetic, LLM-powered text adaptation, hover-translate glossaries, and vocabulary tracking.
Architecture diagram of a multi-model agentic workflow system — FastAPI, provider adapter routing, SSE streaming, and a 5-agent pipeline deployed on Render.
How vena café went from a domain search to a live subdomain-hosted studio in a single session — the pipeline, the design decisions, and what I'd do differently.
A walkthrough of the Chromatic Abyss shader — signed distance functions, soft shadows, ambient occlusion, and iridescent lighting, all in a single fragment shader.
Why every project on this site is one self-contained HTML file — no build steps, no dependencies, no framework. Just code that runs when you open it.
Designing game feel without a game engine — particle trails, screen shake, CRT scanlines, and smooth interpolation, all in vanilla JavaScript and HTML5 Canvas.