Project Adam
An experimental project exploring knowledge architecture and structured intelligence frameworks. Inspired by 'Adam and Eve.' Early stages.
A modern cyberpunk MMORPG designed from the systems level up — combat, progression, networking, inventory, loot, and world architecture built for scalability.
One of my biggest passion projects is a modern cyberpunk MMORPG I've been designing at the systems level. This has gone way beyond surface ideas — I've spent serious time thinking through combat, progression, zones, world architecture, networking, inventory, loot, item interactions, UI behavior, and how all of those systems need to work together cleanly.
A lot of my focus has been on making the architecture scalable. I care about avoiding brittle systems and replacing walls of if/else logic with cleaner, data-driven structures that can support future growth.
That includes things like:
The project spans multiple interconnected systems:
The game features a continuous open world with vehicles, fliers, spells, looting, and PvP. I've worked through population targets for main city hubs, outpost density, and how to handle chunk-based rendering and streaming for a seamless experience.
I actively collaborate with AI tools like Claude, Codex, and ChatGPT to think through architecture, create specs, and develop handoff documentation. The project is being built with Unity, with pipeline thinking influenced by Unreal Engine approaches.
This project combines everything I like: vision, worldbuilding, systems thinking, technical structure, documentation, iteration, and long-term design. It's the kind of project that lets me think big while still forcing discipline.