Network Administrator · Developer · Game Tools & Reverse Engineering
I build tools, modernize old games, automate infrastructure, and take software apart far enough to understand how it really works.
My primary open-source work centers on Battlezone 98 Redux: runtime patches, engine reverse engineering, mission scripting, native Lua extensions, content modernization, multiplayer tooling, and mod-development workflows.
OpenShim is an open-source runtime patch and compatibility layer for Battlezone 98 Redux, providing engine-level fixes, restored behavior, multiplayer fixes, modding extensions, and opt-in native features beyond the stock mod API.
Campaign Reimagined is an experimental campaign overhaul and community patch combining rewritten Lua mission logic, shared gameplay systems, replacement content, renderer work, and native engine extensions.
Extra Utilities is a native Lua extension exposing engine, renderer, UI, object, multiplayer, environment, and gameplay controls not available through the stock mission API.
bzfile provides Lua-facing file I/O and supporting update/integrity functionality for Redux mods and addon tooling.
Battlezone 98 Modding Toolbox is the consolidated all-in-one workspace for Battlezone 98 Redux projects. It brings mission/BZN inspection, ODF validation, dependencies, terrain/world workflows, texture and graphics conversion, model tools, audio, localization, archives, and Steam Workshop publishing into one application.
Battlezone Mod Engine is a cross-platform Steam Workshop downloader and mod manager for non-Steam Battlezone 98 Redux and Battlezone Combat Commander installations, with Windows, Linux, and macOS release builds.
Battlezone Blender Toolkit is a full Blender import/export and authoring suite for classic Battlezone, The Red Odyssey, and Battlezone 98 Redux workflows, covering legacy and Redux models, terrain, archives, validation, and authoring helpers.
These are the current public project repositories behind the portfolio, excluding this profile repository and the portfolio-site repository itself.
| Repository | Focus |
|---|---|
| Battlezone98Redux_Shim | OpenShim runtime patch, compatibility layer, reverse engineering, fixes, and native extensions for Redux. |
| Battlezone98Redux_CampaignReimagined | Integrated campaign overhaul, mission rewrites, assets, rendering work, shared Lua systems, and native-extension integration. |
| ExtraUtilities | Native Lua API exposing additional engine, renderer, UI, object, multiplayer, and gameplay controls. |
| bzfile | Lua-facing file I/O library and supporting integrity/update functionality for Redux mods. |
| Battlezone_LobbyMonitor | External Battlezone 98 Redux multiplayer lobby monitor, client, Discord bridge, automation, and activity tooling. |
| Battlezone1.5_Shim- | Narrow compatibility shim for Battlezone 1.5 fullscreen menus, HUD scaling, and legacy menu video behavior. |
| Repository | Focus |
|---|---|
| Battlezone98_Modding_Toolbox | Consolidated Battlezone 98 Redux modding workspace for missions, terrain, validation, assets, archives, and Workshop publishing. |
| Battlezone_ModEngine | Cross-platform Workshop mod downloader and manager for Battlezone 98 Redux and Combat Commander. |
| Battlezone_BlenderToolKit | Blender authoring suite for classic Battlezone, Red Odyssey, and Redux assets and terrain. |
| io_scene_bz2msh | Blender importer for Battlezone II / Combat Commander MSH assets, including animation, PAK, materials, and texture support. |
| io_scene_bz2xsi | Blender importer/exporter for Battlezone II / Combat Commander XSI assets, including animation, envelopes, PAK browsing, and Softimage PIC support. |
| BlenderUVAtlasGenerator | Blender UV-atlas generator that consolidates shader materials while preserving existing UV layouts and islands. |
| BZNTools | Reference-oriented Battlezone BZN format documentation and parser implementation retained for reverse-engineering value. |
| Repository | Focus |
|---|---|
| Battlezone_PSPExtractor | Extraction, format research, gameplay reverse engineering, and port-oriented tooling for Battlezone PSP. |
| Battlezone_Gold_Extractor | Asura-engine archive, model, texture, and audio extraction/reverse-engineering toolkit for Battlezone Gold Edition (2017). |
| Battlezone2_ArtAssets | Preservation and reconstruction tooling for original Battlezone II Softimage-era art sources. |
| GearsJudgement_PCNative | Original tooling and technical research toward a native PC port of Gears of War: Judgment. |
Alongside Battlezone and reverse-engineering projects, I work with Unreal Engine, Blender, and Substance 3D Painter on original game-development, modeling, materials, conversion, and asset-pipeline work.
A growing portion of the Battlezone tooling above also comes directly from that 3D workflow: model reconstruction, format conversion, UV/material processing, Blender import/export, terrain authoring, and preservation of legacy content.
My professional work is primarily systems and network administration, including Windows infrastructure, Active Directory and Group Policy, Microsoft 365, Remote Desktop Services, Hyper-V, backup and disaster recovery, network/security administration, mobile-device management, PowerShell/Python automation, and EDI integrations.
The portfolio site organizes the broader project catalog, media, mods, artwork, and research:



