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Bogdan Ciubotaru / DrMilk

Web platforms.
Minecraft worlds.

I build full-stack applications, Minecraft systems and tools that automate production work.

All work is readable below. Open the labelled details for technical notes, or use the text and JSON formats for AI-assisted reading.

About & approach

I connect automation with usable interfaces and build systems that can run reliably. I pay attention to performance and operational details, and use a simple tool or script when that is enough to solve the problem.

Python · TypeScript · JavaScript · HTML · C# · Kotlin · Docker · Linux

Capabilities from the existing portfolio
  • Minecraft plugin developer focused on functional systems, RPG mechanics, TypeWriter extensions, and plugin integration.
  • Minecraft setup/configuration specialist comfortable connecting quests, NPCs, models, economy, dialogue, resource packs, and server tooling.
  • Web/backend developer who can build dashboards, nonprofit sites, marketplaces, Discord bots, automations, and production server deployments.
  • Technical model/animation workflow builder, especially around animated model integration, Mixamo/Cascadeur/Blockbench workflows, and gameplay-ready models.

The animation pipeline now runs automatically in Mob-Moves. Earlier workflow recordings remain available for context.

Custom Extensions
18 · TypeWriter modules and server systems
Primary Role
Systems · Plugin logic, integrations, automation
Core Stack
Kotlin · Paper, TypeWriter, MCP, BetterModel
Support Work
Infra · Linux, Docker, Pterodactyl, Nginx

Web & full-stack

Business websites, full-stack platforms and the workflows behind them.

Web Platforms

Mob Moves

An animation production platform with automatic FBX conversion, validation, library registration and Minecraft previews.

Mob Moves application screenshot

I built Mob-Moves to process and manage Minecraft animation work in one platform. Uploaded FBX files enter a worker queue, convert into validated animation and model outputs, and register in the library with duplicate detection and collection assignment. Integrated tools handle corrections, revisions, composition, product exports and release packaging. Production Scenes adds spatial authoring, entities, quest flows and cinematics. The complete quest-to-server publication workflow is still under development.

Private production OS for turning Minecraft animation libraries into sellable product packs.

  • Automatic conversion, validation and library registration
  • Batch corrections and immutable animation revisions
  • Minecraft world, actor and animation previews
  • Product exports and release packaging
  • Scene and TypeWriter authoring tools under development

Next.js · TypeScript · Prisma · PostgreSQL · Three.js · Blockbench

Case study features and evidence

The platform connects authenticated admin surfaces, PostgreSQL data modelling, file-backed production assets, Three.js preview tooling, Blockbench export logic, MythicMobs handoff workflows, QA tracking, and release planning.

Next.js · TypeScript · Prisma · PostgreSQL · Three.js · Blockbench · Systemd · VPS

Release dashboard

Readiness views for products, blockers, missing media, stale export jobs, QA issues, and release candidates.

Product workspaces

Product detail pages that connect animations, models, generated artifacts, media, store copy, MythicMobs config, and status.

Animation library

Browse, search, group, exclude, and review large animation catalogs before they become commercial packs.

Repair studio

Revision-aware animation correction with preview-safe transforms, offset controls, root motion handling, and Blockbench-safe export separation.

Animation factory

Tools for recombining body segments from different animations to create new product variations faster.

Store preparation

Media, copy, product metadata, and release packaging workflows designed around actually selling the packs.

Export pipeline

Native Blockbench `.bbmodel` generation, validation, artifact history, stale checks, and job tracking.

Operations

Authenticated access, API tokens, audit trail, import scripts, deployment notes, and server-side workflow controls.

Evidence

  • Specialized internal software for a real production workflow.
  • Combines web UI, 3D preview, file processing, data modelling, and release operations.
  • Built around a real production bottleneck: converting creative assets into sellable products reliably.
Visit Mob Moves ↗
Archived case study ↗

Web Platforms

Games of Education

A polished nonprofit landing website for a gamified education association, with strong visual identity, conversion modals, contact paths, and legal footer content.

Games of Education application screenshot

Games of Education is a production nonprofit website for an association focused on gamified learning. The site presents the mission, flagship Minecraft History project, future plans, involvement paths, team structure, contact details, Discord access, legal pages, and organization identification details through a responsive space-themed interface.

Next.js nonprofit website with bilingual navigation, gamified education storytelling, donation and volunteer enrollment flows.

  • Responsive landing page with space-themed hero artwork, sticky navigation, and bilingual RO/EN language paths
  • Mission, impact statistics, flagship project, future plans, involvement options, team roles, and contact sections
  • Secure donation modal with preset/custom amounts, recurring toggle, donation summary, and payment-step handoff
  • Volunteer enrollment modal with profile summary, contact details, phone/city fields, and multi-step form structure

Next.js · Responsive Web · Bilingual UX · Donation Flow · Volunteer Forms · SEO Structure

Case study features and evidence

The site turns a nonprofit mission into a polished public experience: mission, impact numbers, flagship Minecraft History project, future plans, involvement paths, team roles, contact details, Discord access, and legal information.

Next.js · Responsive web · Bilingual UX · Conversion modals · Contact forms · Legal content

Bilingual navigation

RO/EN language paths, sticky desktop navigation, mobile menu behavior, and section anchors for about, projects, involvement, team, and contact.

Narrative landing page

A complete public story around the association mission, impact stats, Minecraft History project, future plans, ways to help, team roles, and contact.

Donation flow

Secure donation modal with preset amounts, custom amount entry, recurring donation toggle, fee/total summary, compliance messaging, and payment handoff.

Volunteer enrollment

Volunteer modal with profile summary, contact details, phone/WhatsApp and city fields, and a step-based recruitment flow.

Contact and newsletter

Contact form with newsletter opt-in, email, location, Discord links, and direct communication paths for supporters and partners.

Legal and trust footer

Footer structure with navigation, privacy/cookie/terms links, legal identification, donation/refund policy, complaints policy, ANPC, and payment safety links.

Evidence

  • Live nonprofit website with a distinctive visual system and responsive layout.
  • Shows more than static brochure content: donation and volunteer conversion flows are part of the experience.
  • Good proof of client-site polish, content architecture, trust-building, and business/nonprofit CTA design.
Visit Games of Education ↗
Archived case study ↗

Web Platforms

Edenth

Modern dental clinic website focused on professional presentation, service discovery, and clear contact paths.

Edenth is presented as client-facing dental clinic web work: a polished business website with treatment/service pages, clinic story, team presentation, prices, contact information, and a modern trust-building structure for a local medical audience.

Polished clinic website with treatment pages, team content, pricing, story, contact, and local-business trust signals.

  • Treatment pages for dental-service discovery
  • Team, story, pricing, and contact pages
  • Professional medical tone and local-business positioning
  • Clear phone and contact path for appointment intent

Responsive Web · SEO Structure · Service Pages · Contact UX · Business Content

Case study features and evidence

The site presents medical services with a professional tone, structured content, and clear paths toward contact and appointment intent.

Responsive web · SEO pages · Service content · Contact flows · Business presentation

Treatment pages

Dedicated dental service pages that explain care areas instead of forcing everything into one generic services block.

Team presentation

Clinic credibility through medical team content and a more human, trust-building website structure.

Pricing page

Separate prices/tarife area for visitors who need practical decision-making information before booking.

Contact path

Clear clinic contact details, phone-first access, and location information for local search intent.

Story page

Narrative clinic positioning around a more empathetic, modern dental experience.

Public live site

A client-facing production website that can be reviewed directly by potential customers.

Evidence

  • Business-site polish and clear content architecture.
  • Built for a real clinic audience, not only technical users.
  • Focused on presentation, trust, and conversion.
Visit Edenth ↗
Archived case study ↗

Web Platforms

Dentistry by M

Practical dental clinic website built around booking intent, service clarity, and direct local contact.

Dentistry by M is a local clinic website with hero positioning, appointment CTA, dental service categories, about content, contact form fields, phone/email/address visibility, schedule information, and a compact structure suitable for a medical business.

Appointment-focused clinic site with service sections, contact form, phone/email/address visibility, and conversion-oriented CTAs.

  • Appointment CTA and structured contact form
  • Dental service coverage across prevention, pediatric care, endodontics, prosthetics, orthodontics, surgery, implants, and periodontology
  • Clinic trust copy, hours, address, phone, and email
  • Simple navigation built around home, about, services, and contact

Responsive Web · Appointment CTA · Contact Form · Local SEO · Service Content

Case study features and evidence

The site focuses on fast booking intent through service sections, appointment CTA, phone/email/address visibility, and a structured contact form.

Responsive UI · Appointment CTA · Contact form · Service sections · Local business UX

Appointment flow

Visible booking CTA and contact form fields for name, phone, email, message, and appointment intent.

Dental services

Service coverage across prevention, pediatric dentistry, odontology, endodontics, prosthetics, orthodontics, surgery, implants, and periodontology.

Contact details

Phone, email, address, clinic schedule, and location information are easy to find for appointment intent.

Clinic trust

About and service copy frame the clinic as modern, patient-centered, and full-service.

Simple navigation

A compact structure around home, about, services, and contact that suits a local clinic audience.

Evidence

  • Straightforward business site built around booking and contact.
  • Clear service presentation for a local medical audience.
  • Practical appointment-focused flow without unnecessary product complexity.
Visit Dentistry by M ↗
Archived case study ↗

Web Platforms

Thrones Rising / Minecraft Store

A branded Minecraft server website with landing content, product catalog, cart checkout, and admin management screens.

Thrones Rising / Minecraft Store application screenshot

Thrones Rising was the first full website project I took over and finished. The site presents a Minecraft server brand with a visual landing page, server and Discord CTAs, store categories, rank/crate/coin pack products, cart checkout, PayPal payment surface, footer/legal areas, and admin product management.

First full website project: branded Minecraft server landing, store catalog, cart checkout, PayPal surface, and admin product management.

  • Branded landing page with server and Discord calls to action
  • Storefront catalog for ranks, crate keys, and coin packs
  • Cart drawer with quantities, remove actions, totals, and PayPal checkout
  • Admin product management for products, categories, admins, orders, and editable pages

Next.js · React · PayPal · Admin UI · Storefront UX

Case study features and evidence

The site combines a visual landing experience with practical commerce/admin flows for a game server: server and Discord CTAs, product categories, rank/crate/coin pack presentation, cart totals, and admin product controls.

Next.js · React · PayPal · Admin UI · Storefront UX · Responsive layout

Server landing page

Branded hero, navigation, play/Discord calls to action, feature copy, carousel-style media, and footer navigation for the server audience.

Storefront catalog

Rank, crate key, and coin pack categories with product cards, server artwork, prices, add-to-cart actions, and clear purchase intent.

Cart and PayPal checkout

Side-cart checkout flow with quantities, remove actions, totals, PayPal button, and debit/credit card payment option.

Admin product management

Admin area for managing products, categories, admins, orders, and editable pages from the same visual system as the public store.

Game-server trust details

Server links, Discord links, refund/terms areas, Mojang disclaimer, copyright footer, and product information affordances.

Game asset presentation

Uses custom rank artwork, server screenshots, logo treatment, background imagery, and consistent visual styling around the Thrones Rising brand.

Evidence

  • Shows the start of the full-stack path: taking over a delayed project and finishing both frontend and backend work.
  • Includes real buyer-facing store flows and internal admin surfaces, not just a static landing page.
  • Useful proof of adapting to an existing visual design and turning it into working site sections.
Archived case study ↗

Web Platforms

ProTeamHub

Comprehensive freelancing marketplace with secure payments and team management.

ProTeamHub application screenshot

A platform architecture for freelancers and teams, with account flows, project management, file handling, and marketplace-style workflows.

Marketplace architecture, team workflows, RBAC, escrow concepts, and SaaS dashboards.

  • Team dashboards
  • Role-based workflow
  • Project and file concepts
  • Marketplace UX

Next.js · MongoDB · AWS S3 · NextAuth

Case study features and evidence

The platform covers roles, user flows, data models, team collaboration, project lifecycle, payment concepts, search, and marketplace UI.

Next.js · React · TypeScript · MongoDB · Mongoose · NextAuth · Stripe · AWS S3

Authentication and profiles

Account creation, profile completion, customer/freelancer roles, verification fields, and security utilities.

Projects and proposals

Project creation, listings, details, edits, status APIs, proposals, accept/deny/counteroffer flows.

Teams and network

Team models, invitations, avatars, friends/network features, reviews, and freelancer collaboration surfaces.

Messaging and notifications

Chat components, notification center, project workspace communication, and state-driven user feedback.

Payment concepts

Stripe routes, escrow, withdrawals, transaction history, milestones, and marketplace payment modelling.

Files and uploads

File upload dependencies and workspace concepts for project artifacts and collaboration.

Evidence

  • Complex multi-role product architecture.
  • Includes both UI and backend model/API thinking.
  • Covers marketplace flows from profiles and teams to projects and proposals.
Archived web case studies and screenshots ↗

Animation production

The animation pipeline now runs automatically within Mob-Moves.

Uploaded FBX files enter a worker queue, convert into validated outputs and register in the animation library. Batch corrections, revision history, composition, Minecraft previews and product exports support the production workflow.

More than 2,000 converted animation clips can be previewed on a Minecraft character in the studio.

  1. Upload FBX files
  2. Convert and validate
  3. Register in the library
  4. Preview and export
Mob-Moves animation composition workspacePreview the animation library ↗
Earlier workflow recordings

These recordings show the earlier animation workflow.

Gameplay & quests

Minecraft gameplay engineering, custom TypeWriter extensions and Dacia quest progression.

Minecraft Systems

TypeWriter Systems

Custom TypeWriter extensions and Minecraft server systems for RPG/adventure gameplay.

A suite of custom TypeWriter and Minecraft systems covering embedded MCP authoring, radial context menus, model-driven gameplay, voiceover/dialogue tooling, video cinematics, resource-pack readiness, checkpoints, spawnables, and quest utilities.

Custom Minecraft/TypeWriter systems: extensions, MCP authoring, model-driven gameplay, and RPG tooling.

  • Interactive Context Menu Extension with browser visual editor
  • Embedded JVM MCP Server for AI-assisted TypeWriter authoring
  • ModelEngine/BetterModel combat, mounted, animation, and hitbox integrations
  • Voiceover, BetterHUD, LuxDialogues, video, gaze, checkpoint, and spawnable systems

Kotlin · Paper · TypeWriter · MCP · BetterModel · ElevenLabs

Archived case study ↗

Player Interaction

Interactive Context Menu

A radial/context menu system inside Minecraft that avoids inventory GUIs and supports browser-based visual authoring.

Give servers a polished command wheel for NPCs, mounts, machines, quest choices, and custom objects without forcing players into chest-style menus.

  • Defines TypeWriter entries for context menu interaction events, open menu actions, menu definitions, instances, items, presets, submenus, and control items.
  • Serves a Ktor/Netty browser editor from the plugin for visual editing, draft application, API-based instance updates, and asset generation.
  • Generates texture/font resource-pack assets and calibrates glyph slots for item-backed menu visuals.

Kotlin · TypeWriter · Paper · Ktor · Resource Pack Glyphs

Technical details and use cases

Premium interaction extension for RPG/adventure servers that need modern UI behavior, resource-pack glyph support, and a browser editor for faster iteration.

Dependencies

  • TypeWriter
  • Paper
  • Ktor/Netty
  • Minecraft resource packs

Setup notes

  • Requires resource-pack output or integration with an existing pack pipeline.
  • Best sold with a short setup video showing menu creation, visual tuning, and in-game test flow.

Technical details

  • Supports radial pages, submenus, disabled states through criteria, held-item filters, sneak-state filters, and cancelable interactions.
  • Supports action/control items and per-item criteria.
  • Useful for object menus, mount controls, RPG choices, and machine/object commands.

Use cases

  • Mount, vehicle, NPC, machine, or object command wheels.
  • Quest choices that feel diegetic instead of opening an inventory.
  • Browser-assisted editing for designers who need to tune menu visuals quickly.

AI Authoring

Embedded MCP Authoring Server

An embedded Model Context Protocol server that lets external tools and AI agents manage TypeWriter content safely.

Speed up quest/dialogue authoring by letting AI and external tools inspect, create, repair, translate, and manage TypeWriter content from controlled tools.

  • Runs inside the Minecraft/TypeWriter runtime without requiring a separate Node sidecar.
  • Exposes controlled JSON-RPC/MCP tools for blueprint inspection, entry creation, content repair, translations, voiceover generation, and server operations.
  • Adds validation and repair flows to prevent malformed AI-generated JSON from breaking content.

Kotlin · MCP · JSON-RPC · ElevenLabs · TypeWriter

Technical details and use cases

Authoring accelerator for teams that need AI-assisted quest, dialogue, translation, and voiceover workflows inside a controlled Minecraft tooling stack.

Dependencies

  • TypeWriter
  • MCP clients
  • ElevenLabs optional
  • JSON-RPC

Setup notes

  • Should be deployed behind explicit access controls.
  • Needs clear operator documentation before being sold or reused externally.

Technical details

  • Includes rate limiting, page-context validation, MP3/OGG utilities, and controlled server operations.
  • Can generate localized voiceover assets and update sound/resource-pack metadata.
  • Designed for authoring and repair, not player-facing gameplay.

Use cases

  • AI-assisted quest and dialogue authoring.
  • Repairing malformed entry JSON before it breaks live content.
  • Generating localized voiceover assets and resource-pack sound updates.

Model Gameplay

ModelEngine / BetterModel Integrations

Model-driven entity systems for animations, hitboxes, combat actors, mounts, skins, equipment, and cinematics.

Turn animated models into gameplay actors instead of static decoration: combat entities, mounts, cutscene props, and interactive world objects.

  • Controls custom model entities, attachments, bone equipment, player skins, debug controls, animation settings, body rotation, and model cinematics.
  • Adds combat actor behavior with targeting, skills, windup/commit/recovery timing, threat handling, chase/retreat phases, and hurt reactions.
  • Supports mounted player models with movement rules, stamina, particles, mounted animations, bone dynamics, terrain tilt, and diagnostic rotation.

Kotlin · ModelEngine · BetterModel · Paper · TypeWriter

Technical details and use cases

Integration package for servers that already use BetterModel/ModelEngine and need custom behavior, animation control, mounts, hitboxes, or combat logic around models.

Dependencies

  • BetterModel or ModelEngine
  • TypeWriter
  • Paper
  • Resource pack/model assets

Setup notes

  • BetterModel itself is not authored here; the value is the custom integration, behavior, and workflow around it.
  • Media should show the model, animation state, hitbox/combat behavior, and the gameplay result.

Technical details

  • Good for animated RPG NPCs, bosses, rideable models, and props with gameplay hitboxes.
  • Separates technical integration from pure model art.
  • Can be sold as bespoke server implementation work.

Use cases

  • Animated RPG NPCs and boss encounters.
  • Mounted gameplay systems such as horses, wagons, or custom rideable models.
  • Cutscenes and interactive model props with gameplay hitboxes.

World State

Spawnables Registry

Persistent and transient spawnable instances with gaze, interaction, facts, registry storage, and per-player scoping.

Let quests and systems create durable or player-scoped world objects with state, interactions, and cleanup behavior.

  • Adds actions to add/remove instances, iterate records, and execute scoped simple actions.
  • Stores spawn records and active contexts for player-specific world props or interactive objects.
  • Supports permanent and variable-backed facts, gaze-record audiences, criteria audiences, pinned/transient groups, and dynamic individual instances.

Kotlin · TypeWriter · Gson · Persistent Artifacts

Technical details and use cases

Useful as a developer extension for serious RPG servers that need persistent props, collectibles, or per-player quest objects.

Dependencies

  • TypeWriter
  • Paper
  • Gson/artifact storage

Setup notes

  • Needs clear naming conventions for records and cleanup policies before use on production worlds.

Technical details

  • Supports quest logic that needs durable object state.
  • Can create player-specific collectibles and props.
  • Works well with gaze-targeted interactions.

Use cases

  • Per-player collectibles, props, interactive objects, and story state.
  • Gaze-targeted interactions against spawned records.
  • Quest logic that needs durable object state.

Dialogue / HUD

Voiceover, BetterHUD, LuxDialogues

Dialogue and HUD systems that synchronize text, sounds, options, popups, and inventory-change feedback.

Make RPG dialogue and reward feedback feel complete through synced voice, HUD popups, option dialogue, sounds, and resource-pack driven presentation.

  • Voiceover entries add spoken, action-bar, and option dialogues with timed sounds.
  • BetterHUD integration adds item popups, inventory hash watching, inventory gain/loss events, and custom popup variables.
  • LuxDialogues integration adds NPC metadata, spoken/option/action-bar Lux dialogue, cinematic dialogue segments, popup sounds, typing sounds, and selected option context.

Kotlin · BetterHUD · LuxDialogues · TypeWriter · Resource Packs

Technical details and use cases

Setup and integration package for story servers that need voiced dialogue, polished reward feedback, and coherent HUD behavior.

Dependencies

  • TypeWriter
  • BetterHUD
  • LuxDialogues
  • Resource packs

Setup notes

  • Requires consistent sound naming and resource-pack build workflow for voiceover-heavy projects.

Technical details

  • Supports voiced RPG conversations with branching option selection.
  • Can show reward/item popups when inventories change.
  • Works well with cinematic dialogue sequences.

Use cases

  • Voiced RPG conversations with branching option selection.
  • Reward/item popups when inventories change.
  • Cinematic dialogue sequences with synchronized sound timing.

Media Systems

Video & Cinematics

In-game video/cinematic playback using map screens, texture overlays, color mixers, FFmpeg, and YouTube/source resolution.

Bring tutorials, cutscenes, lore, transitions, and atmospheric videos into Minecraft experiences.

  • Supports map video cinematics with anti-tear buffering, dithering, preload queues, frame dropping, full-screen camera placement, and item-frame packet control.
  • Includes texture-overlay video cinematics and color mixer cinematics for full-screen transitions and atmosphere.
  • Provides cache commands and supporting FFmpeg, yt-dlp/NewPipe, map encoding, and NMS packet utilities.

Kotlin · FFmpeg · Map Packets · yt-dlp · TypeWriter

Technical details and use cases

Cinematic/media extension or custom implementation for servers that want in-world video, tutorials, lore displays, or story presentation.

Dependencies

  • FFmpeg
  • yt-dlp/NewPipe optional
  • TypeWriter
  • NMS packets

Setup notes

  • Needs media cache sizing, performance testing, and clear video length/resolution recommendations.

Technical details

  • Useful for tutorial videos, cutscenes, lore displays, and full-screen transitions.
  • Designed as a reusable media pipeline for resource-pack-driven experiences.
  • Requires strong demo videos to sell well.

Use cases

  • Tutorial videos, cutscenes, lore displays, or server advertisements inside Minecraft.
  • Full-screen cinematic transitions during quests.
  • Reusable media pipeline for resource-pack-driven experiences.

Client State

Resource Pack Readiness

Audience, fact, and event entries that detect whether a player has loaded the required resource pack.

Prevent custom models, sounds, videos, and HUD systems from triggering before the client is ready.

  • Tracks pack status per player and exposes resource-pack-loaded audience filters, facts, and events.
  • Includes status context keys so flows can branch based on readiness.

Kotlin · Paper · TypeWriter · Resource Packs

Technical details and use cases

Small but valuable support extension for servers with resource-pack-heavy gameplay.

Dependencies

  • Paper
  • TypeWriter
  • Resource packs

Setup notes

  • Pair with fallback messaging for players who reject or fail resource-pack loading.

Technical details

  • Can delay custom models, sounds, videos, or HUD flows until the client is ready.
  • Can show fallback instructions when a player has not loaded the pack.

Use cases

  • Delay custom models, sounds, videos, or HUD flows until the client is ready.
  • Show fallback instructions when a player has not loaded the pack.
  • Protect immersive systems from being triggered on unprepared clients.

Interaction Logic

Gaze & Attention Filters

Audience filtering based on whether players are looking at TypeWriter entities.

Show prompts and trigger logic only when the player is actually paying attention to the relevant object or NPC.

  • Checks per-player entity positions, distance, horizontal/vertical angles, optional line of sight, inversion, and sticky tick windows.
  • Designed for prompts and interactions that should only appear when attention is focused.

Kotlin · Vector Math · TypeWriter

Technical details and use cases

Best as a utility extension bundled into RPG interaction packages.

Dependencies

  • TypeWriter
  • Paper vector math

Setup notes

  • Tune angle/distance values per interaction so prompts do not feel noisy.

Technical details

  • Supports inspection prompts and attention-gated object interactions.
  • Reduces UI clutter by showing hints only at the right time.

Use cases

  • Inspection prompts when looking at an object.
  • NPC/object interactions that require attention.
  • Reducing UI clutter by showing hints only at the right time.

Quest Tooling

Checkpoint & Utility Systems

Save/restore player fact snapshots and provide reusable utilities for objectives, variables, boss bars, repeated actions, and global monitors.

Make complex quest development easier to test, recover, and maintain.

  • Checkpoint stores fact, position, and inventory snapshots in artifacts and can restore them for players.
  • Utility entries support multi-track/untrack quest actions, repeated actions, calculated boss bars, multi-objective lines, context-scope variables, variable-value facts, and global condition monitors.

Kotlin · TypeWriter · Artifacts · Quest Logic

Technical details and use cases

Developer-facing extension set for teams building larger TypeWriter quest packs.

Dependencies

  • TypeWriter
  • Artifact storage

Setup notes

  • Document which facts/inventory states are captured for each checkpoint type.

Technical details

  • Supports repeatable quest testing and rollback points.
  • Reduces duplicated TypeWriter wiring in complex RPG flows.

Use cases

  • Repeatable quest testing and rollback points.
  • Timed objectives, global triggers, and clean quest HUD display.
  • Reducing duplicated TypeWriter wiring in complex RPG flows.

Infrastructure

Server Setup & Operations

Linux, Pterodactyl, Docker, Nginx, reverse proxy, backups, logs, domains/SSL, and production stability work.

Keep Minecraft/web systems deployable, debuggable, and recoverable in production.

  • Commission work included bare-metal Linux setup, Pterodactyl, Docker, Wings, Nginx, multiple nodes, Velocity/minigame routing, and main-server operations.
  • Games of Education hosting uses Linux, systemd, Nginx, HTTPS, and reverse proxying to a production Node/Express/Next process.

Linux · Docker · Pterodactyl · Nginx · systemd

Technical details and use cases

Setup and operations work for teams that need the server online, backed up, routed, secured, and maintainable.

Dependencies

  • Linux
  • Docker
  • Pterodactyl
  • Nginx
  • systemd

Setup notes

  • Strong proof includes uptime, topology diagrams, backup policy, and deployment notes.

Technical details

  • Covers logs, services, backups, firewall/security basics, and reverse proxying.
  • Connects game servers, websites, dashboards, and automation services.

Use cases

  • Stable production Minecraft infrastructure.
  • Recoverable deployments with logs, services, backups, and security basics.
  • Connecting game servers, websites, dashboards, and automation services.

Act I campaign structure

The Village

A village campaign built as a sequence of NPC-led professions and escalating survival tasks. The player starts by helping the baker, moves into mining and blacksmith work, learns riding and archery, then follows the hunter into a bear-tracking finale.

  1. Meet Fane the Baker and follow a child through the fields to gather millet and spinach.
  2. Cook Dacian stew by filling the pot with water, adding ingredients, waiting for the cook timer, portioning bowls, and delivering food.
  3. Carry the story forward by delivering the stew to Fane the Blacksmith, moving naturally from village life into craft progression.

Custom systems

  • Quest-state facts that reveal objectives only when the player reaches the correct story stage.
  • Inventory-count objectives for gathered crops, stew bowls, tools, ore, ingots, honeycomb, arrows, and quest rewards.
  • NPC interaction gates that move the story between named villagers without exposing TypeWriter logic to the player.
Objectives and evidence

Player objectives

  • Gather 3 millet and 3 spinach.
  • Keep pace with the guide NPC.
  • Use the cooking pot sequence: water, ingredients, timer, bowls.
  • Return to the baker and deliver stew to the blacksmith.

Evidence

  • Built from 11 quest pages and 88 objective entries in the Act I export.
  • Uses interact entity, location, completable, region, timer, inventory, and permanent-fact objectives.

Production-craft quest chain

Mining, Smelting, and Knife Forging

A hands-on craft sequence where the player mines ore, handles a furnace process, moves a bloom, forges an ingot, and turns it into a knife for the next story beat.

  1. Travel to the miner, pick up the pickaxe, and break metal nodes into ore.
  2. Operate the furnace: find the pail, move charcoal and ore, wait for the melt, break the shell, grab tongs, and move the bloom.
  3. Finish the blacksmith sequence by placing the ingot in the forge, picking up tongs and a hammer, striking the metal through staged progress, quenching the blade, and handing over the finished knife.

Custom systems

  • Multi-stage forge state managed by permanent facts and inventory checks.
  • Tool-dependent objectives that react to pickaxe, bucket, tongs, hammer, bloom, ingot, and knife states.
  • Progressive objective text that reflects how many logs, hits, ingredients, or materials have already been added.
Objectives and evidence

Player objectives

  • Crumble 4 metal nodes into ore.
  • Fill the pail with charcoal and ore, then pour both into the furnace.
  • Break the furnace shell, move the bloom, forge the ingot, and collect it.
  • Heat, hammer, and quench the knife before returning it to the blacksmith.

Evidence

  • The forging chain alone contains staged objectives for fuel, heat, tool pickup, anvil placement, hit counts, quenching, and NPC handoff.
  • The design reads as gameplay, but the implementation is driven by custom state machines inside TypeWriter facts.

Training and world-interaction branch

Riding, Archery, and the Honey Job

The campaign widens from village production into outdoor traversal and precision tasks: the player earns a horse, clears hurdles, trains with a bow, and solves a honey-gathering task around living hives.

  1. Speak with the stablemaster, mount the horse, ride to the arena, and clear three checkpoint hurdles.
  2. Pick up the bow and arrows, move into the archery yard, shoot a first set of targets, climb the tower, then complete longer-range shots.
  3. Visit the flower glade, gather honeycomb with a stick, return to the blacksmith, then revisit the hives to put honey back into the correct nests.

Custom systems

  • Mounted objective flow using horse-mounted state, location checks, timed checkpoint facts, and arena progression.
  • Archery target progression using region checks and timed hit facts across ground and tower stages.
  • Bee nest state using block data, display definitions, replenish timers, nest capacity facts, and per-nest honey counters.
Objectives and evidence

Player objectives

  • Take the horse and complete three riding checkpoints.
  • Shoot four ground targets, climb the tower, then shoot the final target set.
  • Collect honeycomb from hives, track nest counts, and return honey to specific nests.

Evidence

  • The honey quest page includes block data, shared entity instances, criteria audiences, timers, and nest-state facts.
  • The training chain proves the quest system can combine movement, mounted gameplay, region logic, and precision target triggers.

Tracking, combat, and story payoff

The Bear Hunt Finale

The Act I finale turns earlier preparation into a guided hunt. The player follows Fane the Hunter, searches for clues, spawns and fights the bear, retrieves the heart, and carries the story into a portal transition.

  1. Follow the hunter into the forest and discover three clues in order.
  2. Use the clues to locate the bear, trigger the encounter, fight it, and finish the wounded state.
  3. Pick up the heart, deliver it to the healer, and move through the portal once the transition is ready.

Custom systems

  • Sequential clue facts that control the search route and reveal the next objective only after each clue is found.
  • Combat state for bear spawned, dying, killed, heart active, healer handoff, portal readiness, and final transition.
  • NPC-led pacing that connects dialogue, exploration, combat, inventory rewards, and cinematic progression.
Objectives and evidence

Player objectives

  • Follow Fane the Hunter.
  • Find the first, second, and third clue.
  • Find and fight the bear.
  • Pick up the heart, give it to the healer, and go through the portal.

Evidence

  • The finale uses permanent facts to manage clue order, spawned combat state, reward pickup, healer delivery, and portal activation.
  • This is a narrative quest sequence implemented as custom gameplay state, not a static checklist.

Mob-Moves also has spatial scene authoring, entities, quest flows and cinematics. The complete quest-to-server publication workflow is still under development.

Archived Minecraft systems and case studies ↗

Models & props

Minecraft props, textures and resource-pack integration.

Textures & UI Assets · Ready for media

Resource-Pack / Glyph Assets

Generated glyphs, menu textures, font JSON, and resource-pack outputs used by the Interactive Context Menu and HUD systems.

  • Works with folder/zip pack output and Nexo-style external pack setups.
  • Positions asset work as technical asset integration, not pure texture art.
  • Supports screenshots, generated pack assets, and texture previews.

Models & Assets · With Media

Medieval RPG Props

A collection of custom medieval-style props and tools created for an RPG Minecraft server. The assets were designed to support village life, crafting professions, farming, forging, and environmental storytelling.

  • Includes pottery, wooden containers, tools, farming equipment, furniture, and forge-related props.
  • Created for a medieval RPG setting where objects are used as part of quests, professions, and immersive world building.
  • Built with a Minecraft-friendly low-poly style while keeping the shapes readable and suitable for resource-pack or model-based gameplay.

Servers & DevOps

Infrastructure for web applications, Minecraft servers and production tools.

Minecraft Setup

RPG/adventure servers, NPC/dialogue systems, economy/shop systems, custom item/resource-pack setups, progression systems, minigame mechanics, and general plugin integration.

Production Operations

Linux setup, deployment, backups, firewall/security basics, logs, crash debugging, performance debugging, databases, reverse proxies, domains/SSL, Docker, and Pterodactyl.

Web + Automation

Next.js/React/TypeScript systems, Discord webhooks/bots, agentic automation, dashboards, nonprofit and marketplace workflows, and backend logic.

Linux · Docker · Pterodactyl · Nginx · PostgreSQL · deployment · logs · recovery

Automation & tools

AI orchestration, browser automation, media pipelines and desktop tools.

AI / MCP

Codex Hivemind

Autonomous AI Orchestration Platform coordinating a swarm of sandboxed agents.

A distributed control plane for AI coding agents. It manages task decomposition, sandboxed execution, memory retrieval, and Model Context Protocol communication across multiple specialized workers.

Agent orchestration, memory routing, MCP tooling, and automated execution systems.

  • Multi-agent task routing
  • MCP-compatible tool layer
  • Dockerized execution sandboxes
  • Memory retrieval and context routing

Rust · Docker · MCP · Redis · Next.js 14

Case study features and evidence

Built as a control surface for task decomposition, agent execution, memory/context routing, infrastructure isolation, and operational visibility.

Rust · Docker · MCP · Redis · Next.js 14 · Agent tooling · Sandboxing

Agent orchestration

Coordinates specialized workers instead of treating one assistant as the whole system.

Task decomposition

Breaks larger coding objectives into smaller agent-owned execution paths.

Sandboxed execution

Uses Docker-oriented isolation patterns so agent work can run with clearer operational boundaries.

Memory routing

Routes context and retrieved memory to the worker that needs it instead of flooding every task with the same data.

MCP tool layer

Builds around Model Context Protocol style tooling so agents can call structured capabilities instead of relying only on chat text.

Control-plane thinking

Frames AI as an operated system with workers, queues, state, execution, and visibility rather than a prompt-only feature.

Evidence

  • AI infrastructure and web control surfaces around real developer workflows.
  • Combines backend systems, orchestration, containers, tool protocols, and product UI.
  • Designed for operated agent workflows instead of one-off prompt experiments.

Automation

Dropship Automation

End-to-end dropshipping automation suite with visual scraping and inventory sync.

Automation for product monitoring, pricing checks, inventory workflows, browser scraping, and operational dashboards.

Browser automation, inventory protection, pricing logic, and operational dashboards.

  • Playwright scraping workflows
  • Inventory sync logic
  • Pricing guardrails
  • Operational dashboard

Playwright · Amazon SP-API · Next.js 16 · Python

Media

Content Studio

Programmatic video editing engine for automated content generation.

A media automation system for assembling video from structured inputs, managing render jobs, and preparing repeatable content pipelines.

Programmatic video rendering, FFmpeg pipelines, and scalable media workers.

  • FFmpeg render pipeline
  • Template-based composition
  • Queue-friendly architecture
  • Preview-oriented UI

Node.js · FFmpeg · React 18 · Streams

Tools

Valgrim Design

Programmatic design pipeline for automated game asset generation.

Tooling for generating and validating design assets through scripts and repeatable export workflows.

Asset automation, SVG/raster pipelines, batch tooling, and QA scripts.

  • Batch asset generation
  • SVG and raster handling
  • Automation scripts
  • Repeatable QA flow

Python · SVG · Batch Scripting · Design

AI / MCP

Jerry v5.0

Offline-capable desktop AI assistant with voice interaction.

A desktop assistant experiment focused on local AI interaction, voice, and responsive utility UI.

Offline AI assistant patterns, local inference, TTS, and desktop responsiveness.

  • Local assistant UI
  • Voice interaction
  • Tkinter app shell
  • Offline-capable workflows

Python · PyTorch · Blenderbot · Tkinter

Tools

Flux Timer

Interactive countdown timer with physics-based dial controls.

A compact desktop tool with custom canvas rendering, interaction polish, and timer workflows.

Custom desktop tooling, canvas rendering, and physics-based interactions.

  • Canvas-rendered timer
  • Physics dial interaction
  • Desktop utility workflow
  • Focused UI

Python · Tkinter Canvas · Physics

Contact

Have a web or Minecraft project in mind? Tell me what you want to build and where you need help.

Work I take on

  • Minecraft Plugin Developer
  • Minecraft Setup Specialist
  • Minecraft Configurator
  • Minecraft Modelling / Animation Workflow
  • Web Developer
  • Discord Bot / Automation Developer
  • Program / App Developer
  • System Administrator
  • Dialogue / Media Systems
  • Combat / RPG Mechanics
bciubotaru24@gmail.com