I don't hand off a mockup and walk away. I design the thing and then build it until it actually runs — in a browser, on a phone, on a server, wherever it belongs. AI is the tool that carries the design into working code, so a prototype takes days instead of a sprint.
Everything below in one place — johninwork.github.io: a client site running in production and eight games, six of them playable in the browser.
| Project | Live | Code |
|---|---|---|
| 🌿 Magia Prostranstva — site for a landscape architecture studio: full-screen hero where the photo splits into flipping blades, case studies as content collections, leads straight to Telegram | magiaprostranstva.com | private |
| Game | Play | Code | |
|---|---|---|---|
| 🗡️ | DNG Codex — mobile 2D roguelike: procedural dungeons, automatic combat, deep loot and visible equipment | play | code |
| 🧩 | Flow Connect — connect matching dots without crossing pipes, 271 levels | play | code |
| ⚙️ | Crush Factory — an idle clicker where the crusher actually crushes, with real physics | play | code |
| 🏃 | SlowmoFPS Runner — endless runner for phones: three lanes, wireframe city, time you can slow down | play | code |
| 🗺️ | Hex Quest — explore a hex map hidden under fog, one click at a time | play | code |
| 🚀 | Voidle — vertical space shooter: enemies with distinct behaviour, four boss types, upgrades between runs | play | code |
| 🌍 | Browser MMORPG — online world with its own in-browser map editor | needs a server | code |
| 🏰 | Dungeon Crawler — first-person maze rendered by raycasting, built in Godot | screenshots only | project page |
Astro · Three.js · Canvas · Node.js · Socket.IO · Matter.js · Godot · Figma
That's the stack the projects above run on. I choose the architecture and product direction, use AI to accelerate implementation, then review, test and own what ships.