/// Shelf Engineering
A collection of

Things I’ve built with Claude

A running notebook of experiments, games, and small tools — each one started as a conversation and ended up as something I actually use.

Quietly useful

Functional tools

Made to be used daily
Homepage Panda — a macOS editor rearranging an iPhone home screen from a Mac
01 macOS app 2026

Homepage Panda

A real macOS editor for your iPhone home screen — drag and drop apps, widgets, and folders with a mouse, search across every page, sort alphabetically, then apply the whole layout to your phone in one click. No jailbreak, automatic backups, and a one-time $9.99 license.

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Behaviour Book landing page — log behaviour in 10 seconds, built for AU & NZ primary teachers
02 Classroom 2026

Behaviour Book

Private student-behaviour tracking for AU & NZ primary teachers — log an incident in ten seconds, and it flags recurring patterns, hotspot locations, and time-of-day trends automatically. Runs entirely in the browser with no accounts or cloud, and exports clean entries straight into Hero or KAMAR.

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Parchment — character sheets on paper, offline, with share and privacy controls
03 Tabletop 2026

Parchment

Role-playing character sheets on parchment — offline, in the browser, nothing leaves your device. Created in close collaboration with Claude, and an example of coding becoming a solved problem: the craft now lives in describing the outcomes you want, not specifying how.

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Pixels & play

Games

Made to be lost in
Sideways Dojo title screen — a synthwave sun over the mode-select dojo
04 Versus arcade 2026

Sideways Dojo

An 80s martial-arts Tetris duel where pieces fall sideways toward a shared battle line — clear a column to shove the divider into your rival and K.O. them. Fight a black-belt AI across three difficulties, or run the roguelike auto-battler and upgrade your bot between rounds.

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Creature Collector title screen — the Veridia region, with three pixel-art starter creatures
05 Creature RPG 2026

Creature Collector

A Pokémon-inspired creature collector set in the Veridia region — explore, battle, and collect, with every sprite, creature, and landscape AI-generated. Fable 5 led the build end to end: my own example of the leap each new model generation makes possible.

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Battle Grid — choose your fighter: Squire, Scout, or Apprentice, then survive 50 waves
06 Auto-battler 2026

Battle Grid

My original foray: pick a fighter, survive fifty waves, and build them between fights with weapons, armor, and trinkets. Made primarily with Sonnet, all art AI-generated, zero code written by hand — iterated and built on over a month.

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Battle Grid rebuild — choose your champion, with unlock tree, ascension, and daily challenges
07 Auto-battler, rebuilt 2026

Battle Grid Rebuild

Claude Opus scoped the original, then rebuilt it from scratch — unlock trees, ascension, daily challenges. An example of loop-built development: set the outcomes, connect to Claude remotely, and let it work through the build during the day while I was out doing other things.

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Off the deep end

Creative experiments

No particular reason
Voice RPG — 'A voice-acted narrative engine, built eight times' with stats for all eight games
08 Narrative engine 2026

Voice RPG

A single-file branching-narrative RPG engine with on-device voice synthesis — built eight times, each version shipping a different game in a different world, from an Edo-era merchant’s rise to a postwar Manhattan nightclub. Eight games, 445 scenes, ~3,141 spoken lines, all playable in the browser.

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