Dreamfire Studios Projects

Lead developer for Dreamfire’s Unity turn-based framework, card games, and Spigot/Bukkit plugins.

My Role at Dreamfire

I lead development on Dreamfire’s gameplay systems and tooling. This includes architecting and implementing the turn-based framework used across our card games and tactical projects, and building robust Spigot & Bukkit plugins that power Dreamfire’s Minecraft experiences.

The framework I built handles turn sequencing, card/ability resolution, targeting, and phase management, allowing new games to be created on top of a shared, battle-tested core. I also look after networking and match flow so designers can focus on gameplay and content.

Beyond engine code, I’m responsible for clean architecture, mentoring collaborators on best practices, and keeping the overall ecosystem cohesive—from the Unity projects to Dreamfire’s plugin stack and tools.

Core Systems I Built

Turn-Based Framework: I designed and implemented the in-house turn-based framework that powers Dreamfire’s card and tactical games. It includes the underlying card framework, action pipeline, zone handling, turn/phase management, and rule processing.

Networking & Match Flow: The framework includes the networking layer used to sync state between clients and server, handle reconnects, and keep matches deterministic and debuggable.

Chaos Galaxy TCG: On top of this engine, I coded the core gameplay for Chaos Galaxy TCG—implementing card interactions, deck management, zones, and multiplayer match logic, all designed so new cards and mechanics can be added without rewriting the engine.

Dreamfire Plugins: I also handle Spigot/Bukkit plugin development for Dreamfire— creating gameplay systems, admin tools, and internal utilities that integrate with our games and infrastructure.

Featured Dreamfire Projects

Chaos Galaxy Arena – Trailer

A short trailer showcasing Chaos Galaxy TCG running on the Dreamfire turn-based framework.

Chaos Galaxy Arena

Unity-based digital trading card game built on my custom turn-based framework. I implemented the gameplay rules, card systems, deck/zone logic, and core match flow for both solo and multiplayer.

Turn-Based Game Framework

A reusable framework for card and board-style games, focused on clean separation between rules, data, networking, and presentation. Supports custom phases, effects, and game modes.

Dreamfire Spigot/Bukkit Plugins

A collection of plugins for Dreamfire servers and clients: gameplay mechanics, quality-of-life tools, admin utilities, and dev tooling—written with performance and maintainability in mind.

Tech Stack Used at Dreamfire

I work across multiple parts of Dreamfire’s ecosystem, from engine code and gameplay to supporting tools and plugins.

Unity (C#) Java (Spigot/Bukkit) MongoDB Git / GitLab In-house Turn-Based Framework Python (tools & scripts)

Systems I Maintain

  • Turn-based framework & card engine: Maintains the full framework that underpins Dreamfire’s card and tactical games, including card definitions, effects, phases, and state management.
  • Networking layer: Synchronisation between server and clients, match lifecycle, reconnect behaviour, and debug tooling for stable, observable games.
  • Spigot/Bukkit plugin stack: Gameplay systems, admin tools, and internal utilities that integrate cleanly with the rest of the Dreamfire ecosystem.

Dreamfire Spigot/Bukkit Plugins

I maintain and extend Dreamfire’s suite of Minecraft plugins. Official documentation: