
Malita's Place
A browsable boutique storefront with product discovery and shopping interactions.
Live client launches, adaptable website concepts, and software products built by AFK Artifact Co.
Approved client work with direct links to the current hosted experience.

A browsable boutique storefront with product discovery and shopping interactions.

Mini golf pricing, parties, galleries, and a companion digital scorecard.

A live ordering experience for signs, patches, ornaments, hats, and event pieces.

Menu, flavor builder, trailer schedule, event booking, and merchandise interest.

Local weather alerts, road conditions, community updates, events, and publisher tools.
Fictional content and draft workflows that make planning a custom build easier.

Exterior services, a filterable project gallery, and an estimate intake workflow.

Dessert products, event presentation, party packs, and ordering prompts.

Menu highlights, ordering calls to action, location details, and rich food imagery.

DTF, embroidery, vinyl, teamwear, gifts, and quote-summary workflows.

Services, booking, location, staff access, and client cut notes.

I made Maker Suite Pro because pricing, planning, and keeping track of custom jobs were taking time away from actually making. It helps me turn an idea into an organized, confidently priced, production-ready job without juggling scattered notes and spreadsheets.
Flagship desktop toolkit for makers.
I made the Sprite Character Animator while building our own games, because checking sprite sheets frame by frame slowed every iteration. It helps me arrange, preview, and export animation cycles quickly so I can spend more time improving how the game feels.
Adopted by indie game makers for sprite production.

I made DALE because I wanted an assistant that understood our work instead of starting cold every time. He helps me review leads, search our documents, and turn repeat business tasks into guided workflows while demonstrating what a private, purpose-built AI assistant can become.
Private AI assistant deployed in a team document workflow.

I made Necromantic Catacomb to explore what happens when dungeon defense is built around a place, its inhabitants, and heroes who remember what they survive. The public playtest lets players help shape its balance, clarity, and pacing.
Public Chapter I playtest for an adaptive dungeon-management strategy game.

An interactive AFK Artifact experience that shows off game design, interface design, and custom web app capability.
Interactive showcase of game and UI craft.