DEV&VISUALS
00Studio

A creative mind
with some tools.

GB Dev&Visuals comes from one thing: creativity put at the service of anyone who needs to exist online credibly. A website for a company, a visual identity for a project, a video that turns an intuition into something people watch to the end.

I use modern tools, AI models included, because they are the fastest way to get an idea out and look at it. They're not a shortcut instead of thinking: they're the pencil. The engine is still the brain, and you can see it in the difference between an output and a project.

The Iris — Extreme close-up · Leone

01How I think

/01

Problem first

No project starts from “let's make a website”. It starts from what has to change once the site exists. If that answer isn't there, we find it together before a single line gets written.
/02

Few rules, respected

A project looks expensive when it's coherent, not when it's full. One palette, one typography, one logic: applied everywhere without exceptions.
/03

Building together

Online previews at every step, shared decisions, no surprises on delivery. Whoever commissions the work has to recognise themselves in the result.
/04

Handing over, not holding back

Assets owned by the client, clear documentation, autonomy over management. A supplier who makes you dependent isn't helping you.
02Off the clock

What I build when nobody's asking.

Games, music, experiments. These are the projects where I try ideas without a safety net: what I learn here ends up in client work.

/01Game · Online PvP

I'm Clonizing!?

I'm Clonizing!? — Game

A 1v1 tactical shooter where your most dangerous opponent is you. Each player controls three clones — Alpha, Beta and Gamma — one per turn: whatever you do is recorded and, in the following turns, the clone replays it as a ghost, shots included. With friendly fire on, every move you make now becomes cover, or a trap, for your future self. And the hierarchy is unforgiving: if Alpha falls, the other two fall with it.

Two versions

2D · Godot

The original, top-down. Deterministic 60-tick simulation, authoritative server, online hub with matchmaking and private lobbies, map editor, fog of war, multiple races, four languages and a soundtrack for every map.

3D · Unity

The 3D port: same simulation and same network protocol, but a tilted camera, fog of war made of cone lights with real shadows, and touch controls to play from a phone.

Status
Playable beta
Platforms
PC · Android
Built with
Godot 4 · Unity 6 · GDScript · C#
/02Game · MMA management

Pound For Pound N°1

Pound For Pound N°1 — Game

An asynchronous mixed martial arts management game, in the tradition of sports browser games like Hattrick. You don't control a fighter: you run a whole gym — weekly training, injuries, youth academy, sparring, transfer market, promotion offers — and every bout is simulated and told through text commentary. Of your rivals you only see what your scouting network can estimate. The world moves on its own: computer-run gyms train, accept fights and retire their veterans, and in multiplayer the server advances the week for everyone.

Status
In development · alpha
Platforms
Browser
Built with
TypeScript · React · Node.js
/03Music

Musichello

Musichello — Music

The music side. Musichello is my production project: long playlists and shorts of old-school UK garage, electro swing and stranger crossovers, built by combining work in Ableton Live with AI generation. Same rule as everything else: the tool speeds things up, but the reference sound, the structure and the choice of what to keep are still my calls.

Status
Active
Platforms
YouTube · Spotify
Built with
Ableton Live · Suno

03Tools

Development

Next.js · TypeScript · Tailwind · Vercel

Design

Type systems · Grids · Art direction

Image

Generating and directing original assets

Video

Concept · Editing · Motion

Search

Technical SEO · Performance · Accessibility

Social

Planning · Production · Format adaptation

→Studio

You made it this far. You may as well write.

No automated quotes, no pre-packaged bundles.