I bid you, Welcome
The future won't come for us. Never. Yet we must strive towards it. Always.
"Hey,"
You've seen that opener before. So let's get to it: I'm Andrew — and I build things that probably shouldn't belong in the same portfolio.
Code, systems, worlds, and the words that hold them together.
I'm Ukrainian and French, fluent across four languages — and passable in a fifth, though I wouldn't recommend it. Somewhere between the text editor and the worlds that don't exist yet, that tends to show up in the work.
This portfolio is the longer version.
Scroll down to see where that lands.
Right now I'm focused on the space where those disciplines actually overlap — where a system needs a story to make sense, or a story needs a system to hold its weight. Most people pick a lane. I've never been particularly good at that.
What I'm building toward is work that doesn't need a genre label. Games that read like literature. Narratives that function like architecture. Code that serves something larger than itself, while still having a self. In short, a vague reflection of what I embody.
The distinction, if there is one: I don't treat any of these as separate crafts. They inform and interlap each other constantly.
Their cross-contamination is usually where the most interesting work comes from, speaking from experience.
What I work with — grouped by category.
Selected work — active builds, shipped products, and ongoing initiatives.
An AI-powered, controller-free motion tracking platform for AR/VR. Removes the barrier between user and virtual world — no sensors, no controllers — using computer vision and RAG-enhanced predictive modelling.
A dual-mode desktop platform for authoring, signing, and executing USB-bound Kernel bundles — sandboxed experiences cryptographically tied to the physical drive. When the drive leaves, the session ends. Zero trace on the host.
A post-apocalyptic narrative survival RPG set after the Yellowstone supereruption reshapes Vancouver's atmosphere in 2039. Society splits by elevation. The player leaves the fragile safety of a high-rise and travels upward. Project Director & Narrative Lead under KronStudios-Games.
Independent initiatives — no formal employment, no pretence otherwise.
PsyPunker
Sole architect and developer of a USB-bound cryptographic Kernel execution platform. Designed the full system architecture — signing pipeline, sandbox model, drive-identity binding — and built a TypeScript monorepo from scratch using pnpm and Turborepo.
EveryMotion
Founded and led an AI-powered motion tracking startup concept targeting AR/VR. Defined the technical vision (computer vision, RAG-enhanced prediction), built the public-facing web presence, and managed the early team and product roadmap.
KronStudios-Games — Above The Line
Co-founded and co-lead a community game studio producing a post-apocalyptic narrative survival RPG in Unreal Engine. Responsible for project direction, narrative design, lore architecture, and team coordination. Established phase-based development workflow, GitHub conventions, and a full Quartz-based GDD wiki.
Null Concept — Monochromality
Cross-functional contributor on a commercially released Backrooms horror game. Introduced lore frameworks from deep study of the Backrooms Wikidot canon. Roles spanned logistics, lore writing, gameplay oversight, partial voice acting, and translation. Stepped back due to sustained deadline failures and diverging creative vision.
REIU-V — SCP Roleplay Server
Founded and maintained an SCP-themed roleplay Discord community that grew to ~150 members during tenure and accelerated to 900+ after departure. Managed server infrastructure, community moderation, and narrative frameworks.
Independent · Backrooms Wikidot · REIU-V · Personal
Writing has run as a parallel thread across almost every initiative. The first serious application was the REIU-V community: original in-universe documents in clinical SCP format — technical protocols, anomalous research logs, consciousness-overwriting procedures.
Active on the Backrooms Wikidot Feb–Aug 2025: published articles, collaborative pieces, and contest submissions including the Despair Writings contest. Most prominent published work: Level 360 ↗.
From late 2025: a shift into novel and screenplay writing. A Sound Sinner — a Tarantino-structured post-apocalyptic screenplay. Information Paradox — literary fiction, quieter register. Running concurrently: the Above The Line prologue and story summary, the narrative foundation before a single line of code.
Subject To F.U.N (Fourth-Wall Understanding Network)
A KronStudios concept — a fourth-wall-breaking action puzzle thriller in the vein of Portal and The Stanley Parable. The title itself was a sarcastic joke built into the premise. Never reached a single line of production code. Revision 0.01 is the entire paper trail it left behind.
T||RUTHLESS — First KronStudios Initiative
Founded and directed the first KronStudios initiative: a narrative-driven UE5 shooter with a semi-free-choice storyline. The title — a deliberate dual-read: Ruthless on first glance, Truthless on closer inspection — embedded into the story of a soldier named Rad Bronx, uncovering a century-old government conspiracy through I.R.I.S. Project Manager and Head UE5 Developer across ~15 people. Never reached a playable build. The foundational leadership lesson that shaped everything after.
"Everything I make is an argument that these things belong together."
— Andrew Pie
Open to freelance, internships, and collaborations.