I crack games open, build the tools, and show you how.
Mods that make game worlds act on their own, a behavior engine other developers can build on, and hands-on dev coaching. Mostly GTA V today; other games next.

// give an NPC its own agenda var npc = new PedStateMachine(ped); npc.SetState(new StateIdle(ped)); npc.SetStateDelayed( new StatePlayAnim(ped, "random@arrests@busted", "idle_a"), 1500); npc.Update(); // that's the mod.
Worlds that don't sit still.
I mostly tweak how NPCs think and how systems behave, so the world does things whether or not you're looking. GTA V for now; the approach travels to other games.
InteractV
Autonomous gangs, real police stops and foot chases, deals gone wrong. The flagship, and the mod the engine grew out of.
View the mod →GTA V · vehiclesStreet Riders
Biker crews that follow, wheelie and hold their ground, with tunable groups and zones across the map.
View the mod →More games
The behavior tech isn't GTA-specific. Other titles are on the bench, and each project page will say when there is something concrete to follow.
The tech, for other developers.
A reusable behavior layer for other developers, grown from InteractV's own systems — the same codebase, shipped as a blank starting point you build your own world on. It's being built in the open and isn't open yet.
- ▹Explicit state completion: an action ends when it really finishes, not on a clock.
- ▹One owner per ped, so two systems don't fight over the same actor.
- ▹Bring your own content: the engine ships empty, you author the world from zero.
// one codebase, two faces engine // the code, content empty + InteractV // engine + its content (the demo) your mod // engine + your content (soon)
Learn to mod GTA V from zero.
A structured path that goes crescendo: how a game gets modded and reverse-engineering demystified, the computer under it (CPU, RAM, the frame loop), programming & git, the toolchain, then natives and state machines, ending in a living NPC you build yourself. Bilingual and AI-friendly.
One path, from absolute zero
Five stages in order: Discover, First script, Foundations, Game systems, Ship it — eleven projects from P0 to P10.
Open →The big oneState machines
Why an action ends when it really finishes, not on a clock. The lesson that turns statues into actors.
Open →The toolboxThe natives wall
Every native from our codebase, grouped by purpose with a use-case each, verified rather than scraped from a forum.
Open →Keep the mods coming, or build with me.
Fund the next mod through Patreon, or bring me your own project.