🕹️ What I Built I created Neon Byte Runner, a fast-paced retro arcade game Lens for Snapchat ins...🕹️ What I Built I created Neon Byte Runner, a fast-paced retro arcade game Lens for Snapchat ins...
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I created Neon Byte Runner, a fast-paced retro arcade game Lens for Snapchat inspired by classic endless dodgers and 80s neon aesthetics. Built entirely using prompt-based iteration in EasyLens, the game includes:
Procedural Pixel-Art Visuals: Glowing neon ships, data bugs, energy bytes, and background scanlines drawn in real time for crisp rendering across all screen sizes.
Drag-and-Dodge Controls: Intuitive mobile steering where players dodge incoming "data bugs" and collect "energy bytes" for score multiplier points.
Dynamic Damage System: A three-life mechanic where taking damage physically breaks off spaceship parts (wings and tail) with visual particle flares.
Magical Heart Repairs: Rare falling heart powerups that grant an extra life and visually repair broken spaceship parts back onto the ship.
Chiptune Audio & Global Leaderboard: Custom-generated arcade music and sound effects paired with an integrated HUD and leaderboard to drive replayability.
💡 Why I Built It
Reimagining Classic Arcade Mechanics for AR:
I wanted to capture the instant-play energy of old-school arcade cabinets and adapt it into a social, mobile-first Snapchat Lens. The goal was to create a game that takes seconds to learn, but offers enough depth and escalating difficulty to keep players saying, "Just one more run."
Visual & Emotional Damage Feedback:
Instead of relying on a standard health bar, I wanted players to feel the stakes. Making the ship parts physically break off and scatter across the screen creates an immediate, dramatic feedback loop when you make a mistake—and grabbing a rare heart to repair your ship feels genuinely rewarding.
Pushing the Boundaries of Prompt-Based Game Design:
As a developer, I wanted to explore how far prompt engineering inside EasyLens could go. I set out to prove that you can build complete, highly polished game systems—including state management, procedural rendering, sound synthesis, and dynamic damage states—purely by guiding AI with precise multi-step prompts.
✨ How EasyLens Made It Possible
Using EasyLens, I didn't need to hop between traditional 3D software, external audio workstations, or manual script compilers. I iterated through targeted prompts to handle:
Generating procedural visual assets on the fly.
Setting up custom arcade music and dynamic sound triggers.
Fine-tuning game controls, collision boxes, and damage states.
EasyLens handled the heavy lifting, allowing me to focus on game feel, pacing, and player experience
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Defaming me publicly simply because my network supported my post is uncalled for. Sharing a referral...
I’ve been razzmatazzing and flibbertigibbeting with Claude Code and somehow ended up with a new yels.dev.
It finally feels like me: simple on the surface, slightly complicated underneath, and very much alive.
You can see who I am, what I do, the work behind Herodot, RaptorLabs, CyberLink Security and Solmint, plus a selection of projects I’ve built across AI, cybersecurity, Web3, product systems, education, archives, and experimental digital spaces.
The simple-on-the-surface, layered-underneath idea comes through so clearly in the presentation. I especially like how the project archive turns the site into something to explore rather than just a résumé of links.
Built this over a weekend as an experiment with AI-assisted design and development.
Duo Case is an absurd concept for turning two iPhones into a very unofficial foldable iPhone. The goal was to see how far AI could accelerate the process while keeping creative direction, design decisions and final execution in human hands.
A recent client project I built in Framer ✨
→ Scroll-speed parallax
→ Text effects built with Framer Agent
→ Custom autoplay video sliders
Putting it all together has been the fun part.
Which detail caught your eye? ↓
Scroll-speed parallax is the one that caught my eye, it's a small detail but it makes the whole scroll feel intentional instead of just decorative. Did that come together quickly in Framer or was it more trial and error to nail the timing?