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MechanizedIT/README.md

Chris Woodall — MechanizedIT: playful physics, gameplay systems, and prototypes

I am a game developer and rapid prototyper who turns unusual mechanics into clear, playable experiences.
My work spans shipped level content, mobile and web games, social worlds, and experimental creative software.

Available for remote contract work in gameplay prototyping, level design, game development, and AI-assisted product development.

Email me · Play my games · Explore my code

⚙️
Prototyping

Ideas into playable truth

🧲
Game Physics

Construction & interaction

🧩
Level Design

Pacing, challenge & variety

📱
Cross-Platform

Mobile, web & social worlds


Creative AI

Tools & product experiments

Unreal Engine · Unity · Godot · C# · C++ · Blueprint · Lua · TypeScript


Fancade · Professional Game Development

I worked with Fancade for nearly two years, developing gameplay prototypes and creating extensive level content for published games. The role combined rapid experimentation with disciplined content production: learning an established game's design language, finding new possibilities inside a compact ruleset, and turning them into challenges that still felt native to the product.

Nearly 2 years

working with Fancade

≈ 200 levels

designed and iterated

Prototype → Polish

mechanics, pacing & progression

Featured contribution · Drive Mad

A Drive Mad level prototype with a monster truck, curved track, and loop

For Drive Mad, I designed and iterated approximately 200 levels for later content, shaping difficulty, pacing, mechanical variation, and progression around the game's two-button physics. I explored edge cases in the driving model and turned those discoveries into readable challenges—from unusual terrain and vehicles to timing, balance, and mechanical set pieces.

The public game now spans 250 levels and has been played more than 300 million times, according to the figures reported on its public game page.

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

Play Drive Mad →

Original Fancade work · Brain in a Jar

Brain in a Jar Fancade character

Two arms. Two control schemes. One fragile brain.

Brain in a Jar is an original, deliberately awkward physics-platforming experiment published under MechanizedIT. Each arm is controlled independently, turning simple movement into a coordination puzzle.

Play in your browser →


Selected Independent Work

Block Mechanics cover art

Block Mechanics

Designer & Developer · Unreal Engine / Blueprint

A 3D contraption-building 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 playable Windows and Android prototypes.

Focus: physics-driven systems · construction tools · mobile interaction

Download the prototype · Watch gameplay


Inkspark

Full-Stack AI Product Prototype

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

Focus: product prototyping · creative tools · AI-assisted interaction

View the repository · Watch the demo

Inkspark character backstory interface on mobile

Worlds Built for Meta Horizon

These projects explore progression, construction, and approachable game loops inside social, cross-device worlds.

IsleForge key art with floating islands and a forge portal

IsleForge

A floating-island adventure built around discovery and forging.

Visit world · Video

Top-down mobile asteroid mining gameplay

Asteroid Minder

A top-down asteroid-mining prototype with resources, cargo, and progression.

Visit world · Video

Cloud Punks key art showing a floating island and airship

Cloud Punks

A steampunk sky-pirate sandbox: pilot and upgrade an airship, build, and harvest resources.

Visit world · Video

More Playable Experiments


Hammer Obby mobile gameplay

Hammer Obby

A mobile obstacle-course experiment created with HypeHype.

Gameplay · Promo

Spacepunks Tycoon key art

Spacepunks Tycoon

A space-mining and ship-combat prototype built in Core.

Play · Video

Doge Force Lunar Patrol gameplay

Doge Force

A top-down lunar patrol and combat game built in Core.

Play


How I Work

I am most useful where a project needs to move from idea to playable truth. I prototype the riskiest interaction early, build the supporting systems, and iterate until the mechanic communicates itself.

I am comfortable joining an existing project, learning its design language and technical constraints, and producing work that fits the established mechanics and player experience.

  • Rapid prototypes — test the core interaction before investing in the edges
  • Physics and construction systems — make complex interactions understandable and satisfying
  • Level and content iteration — build difficulty, variety, and progression from a focused ruleset
  • Cross-platform interaction — design for mobile, web, desktop, and social spaces
  • Practical planning — turn broad ideas into bounded, buildable development plans

Currently Exploring

  • Project Forge — a visual planning environment for turning complex ideas into practical roadmaps and working effectively with AI development agents.
  • Deterministic contraptions — a Godot and C# experiment with rods, wheels, motors, obstacles, and reproducible physics-driven construction.

Have an unusual mechanic that needs to become playable?

Available for contract game development, gameplay prototyping, level design, and project reviews.

GitHub · itch.io · Play my Fancade work

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