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DESIGN / SYSTEMS / EXPERIMENTS— FPS

Systems, with
room for
surprise.

I design the structure behind an experience—and leave room to discover what else it could become.

More controls & how it works ↗
Plant anywhere in the living field.
OPEN EXPERIMENT / DRY RUN DUNGEON

Learn the world.
Imagine a move.
Then act.

A browser-based experiment in planning with a learned world model.

Inside Dry Run Dungeon ↗
Actual Dry Run Dungeon interface: cyan ground-truth game grid and violet model view
Actual application capture / seed 1
Game simulation · learned model
View the full interface +Full actual Dungeon interface, including controls, prediction errors and run statistics
Inside the experiment

The world model is an ensemble of three small neural networks trained from play. Given a state and an action, it predicts the next state, reward and whether the run ends.

The planner evaluates candidate action sequences through that learned model, commits one move to the game simulation, then plans again. Side-by-side views expose the difference between predicted outcomes and actual transitions.

Learned predictorPlanning in imaginationVisible prediction error
OPEN EXPERIMENT / GENSOUND

A song.
All at once.

Turn sound into color. Change the rules. Compare two ways of seeing the same track.

Enter the color lab ↗
Actual GenSound rings and Hilbert outputs from the Chopin example
RINGS + HILBERT / AUDIO → COLOR