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Thoughts on Retro Web Aesthetics

Revisiting older design patterns isn't just about looks. There was often a focus on information density and clear structure, albeit sometimes constrained by technology. Exploring how modern tools can recreate or reinterpret these styles...

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Simulation Challenges in Game Dev

Implementing realistic (or just fun) physics and simulations can be tricky. Discussing some common pitfalls and interesting approaches seen in indie game development, particularly with limited resources...

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Working with NASA: Tech & Process

A few reflections on the unique aspects of developing software for space missions. Rigor, testing, and collaboration take on new dimensions when your code might end up on the moon...

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// ABOUT ME

// Also known as Zach

Hi, I'm Zach - also known online as Groverburger or Grob. Welcome to my site!

I'm a full-stack software engineer who works on interesting problems. I love writing simulations, graphics programming, making games, experimenting with AI, and building great user experiences.

Currently working at NASA Ames Research Center as a software developer and as a freelance software engineer. At NASA, I work on SHERPA supporting the VIPER lunar rover. Feel free to contact me for business or just to say hi.

Founder and CEO of SpinAttack Studio, an indie video game company. I released Vector Prospector on Steam in 2020, and make games in my free time. You can see some of them below.

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CHANNEL: OPEN // RESPONSE: ASYNC

Email: [email protected]

Location: California

Status: Online / Tinkering

// Note:

Project / contracting inquiries welcome. Please provide some context in your message. Response times vary.

Vector Prospector // Project Details

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Vector Prospector

Vector Prospector is an arcade action roguelite with simple, precise movement that rewards skill and quick thinking. Unlock powerups and ships to explore the caverns beneath an alien world, collect the five green gems, and escape alive.

Flagship title from SpinAttack Studio, LLC. Published in 2020, written in Lua with LÖVE.

Technology Stack

  • Framework: LÖVE
  • Language: Lua
  • Platform: Steam (PC)

g3d Engine // Project Details

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g3d

This was a personal project to better understand the fundamentals of 3D rendering pipelines. Starting from scratch, I implemented basic matrix transformations, projection, and simple 3D shaders.

The emphasis with g3d is on packaging these surprisingly simple 3D fundamentals up into an easy to use library for tinkerers or people who want to learn how 3D rendering works.

Technology Stack

  • Language: Lua
  • Framework: LÖVE
  • Concepts Implemented: 3D model rendering, OBJ file loading, 3D collisions (sphere, capsule, ray)

Into the Castle // Project Details

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Into the Castle

Into the Castle

Developed over a 48-hour hour time period for hte 48th Ludum Dare game jam, "Into the Castle" is a small platformer with tight controls and gamefeel with fun shooting mechanics.

Delve deeper and deeper into the castle, and defeat the Evil Wizard King!

Technology Stack

  • Language: Lua
  • Engine: LÖVE

You Are Person Guy // Project Details

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You Are Person Guy

A puzzle game created for a game jam where the player character is a Guy that can psychically possess different Guys. Each Guy has unique abilities required to solve puzzles and progress through the levels.

The challenge was designing distinct abilities and creating puzzles that required combining them in interesting ways. Created with my friend Zungryware, he designed all the puzzles and the music. This game would not be possible if it weren't for his level design skills.

Tech

  • Language: JavaScript
  • Engine: Jazz - My Custom JavaScript Game Engine

Florp Farming // Project Details

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Florp Farming

Made in 48 hours for Ludum Dare 44 (Theme: "Stuck in a loop"). Players manage a small farm populated by Florps. The core loop involves shaking trees for apples, feeding apples to Florps to get gems, and using gems to upgrade, all while managing resources and time.

It placed 34th overall out of 721 entries in the Compo category. The focus was on creating a satisfying core gameplay loop and simple, charming visuals within the tight time limit. One of my most popular games I've made.

Tech

  • Engine: Custom JavaScript engine using p5.js
  • Focus: Core gameplay loop, resource management

Mermaid Princess // Project Details

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LÖVE Jam 2025 Auto-Battler

Created in one week for the LÖVE Jam 2025. This game is a simple auto-battler with chess-like movement. Players assemble a team of units with different movement patterns and abilities to fight waves of enemies and ultimately rescue the Mermaid Princess.

Focus was on implementing the turn-based combat system, basic AI for enemy units, and a simple upgrade/progression mechanic.

Used a modified LoveJS exporter for exporting to web. Frantically bugs with the web exporter in the last hour before submission :)

Tech

  • Engine: LÖVE
  • Language: Lua

Starshot // Project Details

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Starshot

An experimental first-person shooter built around speed and procedural generation. The core mechanic requires players to complete short, procedurally generated levels within a strict time limit (e.g., 15 seconds).

Challenges involved creating interesting procedural level layouts suitable for fast gameplay and tuning the player movement for high-speed action.

Tech

  • Engine: Jazz - My Custom JavaScript Game Engine
  • Focus: Procedural generation, fast-paced FPS mechanics

Quadris // Project Details

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Quadris

Tetris, built the way I like it. Built using JavaScript my custom JavaScript game engine, Jazz.

Some features of this version:

  • No holding of pieces.
  • Scoring system and framedata copied from Tetris DX on the Game Boy Color (my favorite Tetris version!).
  • Using simple PRNG randomness, no 7-bag or 14-bag.
  • One-piece lookahead.
  • Hard drop included, unlike the older tetris games.
In summary, this version is very similar to older Tetris versions and my favorite version of Tetris, Tetris DX on the Game Boy Color - although it adds in some quality of life changes such as hard-dropping.

Tech

  • Language: JavaScript
  • Engine: Jazz (my custom engine)
  • Focus: Tetris, the way I like it

Sapling // Project Details

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Sapling Large Placeholder

Web-Based Syntax Tree Editor

Sapling is a graphical editor designed for linguists to create and manipulate syntax trees directly in the browser. It provides an intuitive drag-and-drop interface for building tree structures commonly used in syntactic analysis.

Used by Linguistics professors and students at the University of California, Santa Cruz, and the University of Washington.

Created for making syntax trees in Jorge Hankamer's Syntax 1 class, UCSC Fall 2020.

Technology Stack

  • Frontend: JavaScript (ES6+), p5.js, HTML5 Canvas API
  • Concepts: Tree data structures, DOM manipulation, event handling