Skip to content
View MechanizedIT's full-sized avatar

Block or report MechanizedIT

Block user

Prevent this user from interacting with your repositories and sending you notifications. Learn more about blocking users.

You must be logged in to block users.

Content in all repositories owned by your account will be closed.
Maximum 250 characters. Please don’t include any personal information such as legal names or email addresses. Markdown is supported. This note will only be visible to you.
Report abuse

Contact GitHub support about this user’s behavior. Learn more about reporting abuse.

Report abuse
MechanizedIT/README.md

Chris Woodall — MechanizedIT. Gameplay Developer and Technical Designer. Illustrated game-development collage.

I'm Chris, a gameplay developer and technical designer.
I build physics-driven mechanics, playable prototypes, and levels.

Open to remote employment, contracts, and part-time collaboration.
Illinois, USA · US Central time

Contact me · Request my resume · itch.io · All project links

Professional work · Selected projects · Skills & workflow


Professional work

Fancade · Gameplay prototyping & level design

I worked with Fancade for nearly two years, developing game prototypes and level content for published games. My work involved exploring mechanics, building challenges around an established ruleset, and iterating on difficulty and progression.

Drive Mad

My contribution: level design and prototyping for later content.
Original game: Martin Magni / Fancade.

One of my Drive Mad level prototypes, featuring a monster truck and a curved track

I designed and iterated levels around the game's two-button physics. Terrain, vehicle variation, balance, and timing created different challenges without adding controls. The goal was to find new possibilities in the driving model while keeping levels readable and consistent with the game.

Play Drive Mad →


Selected projects

Block Mechanics

Designer & developer · Unreal Engine / Blueprint · Independent project

Block Mechanics, my physics-based contraption-building game

A 3D construction game where players connect blocks, motors, and controls to solve physics puzzles. I designed the building system, implemented the interactions and mobile controls, and published the game on Google Play.

Focus: physics-driven construction, player-facing building tools, and independent development through publication.

Get the early Windows / Android prototype → · Watch gameplay

Wildkin Frontier

Game design & development · JavaScript / Three.js / Rapier · Work in progress

A mobile-first 3D survival prototype for the browser. Leave camp, explore and gather, then decide whether to return with what you have or keep going.

The prototype combines touch and keyboard controls, physics-based movement, harvesting, combat, and a camp-to-expedition loop. In-browser world and visual-asset tools support authoring alongside the game.

My role: game design, development planning, and hands-on playtesting, with AI-assisted implementation. I define mechanics and acceptance criteria, review changes, and iterate on the playable result.

Focus: mobile interaction, connected gameplay systems, and authoring tools. This is an unfinished prototype, not a shipped release.

View source & local setup → · Read the game design

Brain In Jar

Original game · Fancade · Published under MechanizedIT

Brain In Jar, an original Fancade physics-platforming game

A deliberately awkward physics-platforming game: each arm is controlled independently, turning movement into a coordination puzzle. A small change to the control scheme becomes the central challenge.

Focus: original mechanic design, unconventional controls, and physics-based interaction.

Play in your browser →


More work

Creative tools, social worlds, and earlier games

Inkspark · Creative software prototype

An AI-assisted interactive storytelling application for planning stories, developing characters, and exploring narrative through character conversations. Built with Next.js, TypeScript, rich-text editing, Supabase, and AI integrations.

Source · Recorded demo

Meta Horizon worlds

IsleForge — A floating-island adventure built around discovery and forging.
World page · Video

Asteroid Minder — A top-down asteroid-mining prototype with resources, cargo, and progression.
World page · Video

Cloud Punks — A steampunk sky-pirate sandbox with airships, construction, and resource gathering.
World page · Video

Earlier game experiments

Hammer Obby · HypeHype — A mobile obstacle-course experiment.
Gameplay recording · Promo video

Spacepunks Tycoon · Core — A space-mining and ship-combat prototype.
Game page · Video

Doge Force · Core — A top-down lunar patrol and combat game.
Game page

Skills and workflow

Focus: gameplay prototyping, physics and construction systems, level design, mobile interaction, and game-development tools.

Engines & platforms: Unreal Engine / Blueprint, Unity, Godot, Fancade, and browser-based development with Three.js.

Languages: C, C++, C#, Lua, JavaScript, and TypeScript.

I start with the core interaction, make it playable, and use playtesting to decide what needs to change. In an existing game, I work within its mechanics and constraints rather than adding complexity for its own sake.

For AI-assisted projects, I keep changes small and testable, use source control and explicit acceptance criteria, and check the result in the game. Design decisions and reviewing the work remain my responsibility.


Contact

Have a role or project involving gameplay, physics interactions, or level design? Email me with the engine, scope, and kind of help you need.

mechanizedit@gmail.com · Request my resume · All project links

Header artwork is illustrative, not gameplay screenshots. Follow the project links for actual builds and demos.

Popular repositories Loading

  1. Spacepunks Spacepunks Public

    A game about steampunk pirates in space.

    PowerBuilder 1 1

  2. Job-Test-Assignment Job-Test-Assignment Public

    Test assignment for Kirch

    PowerBuilder

  3. Build-Battle Build-Battle Public

    building competition game

    PowerBuilder

  4. Constraints Constraints Public

    Early game experiment.

    PowerBuilder

  5. Spacepunks-Redux Spacepunks-Redux Public

    PowerBuilder

  6. Animation Animation Public

    PowerBuilder