Profile picture

Hiya! I'm Felix!

(He/Him)

I'm interested in a lot of things! Those of you who know me probably know that I like to play games around mechanical engineering (like Stormworks). I also really enjoy learning about and looking at meteorology - I live in the middle of Tornado Alley, so I get to see cool storms and stuff all the time. I'm also really interested in all things aviation!

Thunderstorm

A photo I took just before the Cole EF3 tornado occurred.

I made this website just for fun in October 2025 and to broaden my skills a little bit. I have a cute dog named Winnie! She's a Whippet! Whippets are quite rare, but she's really sweet and quiet (never barks!) and likes to hang around us all the time. They're basically just a mix between a greyhound and an italian greyhound.

Winnie the wippet

Winnie screaming next to my blahaj

I spent most of my earlier years on the internet playing Theme Park Tycoon 2 with my friend Smart Officer, who I've known since early 2019. We made all kinds of parks - all of which weren't theme parks! Most of them were functional recreations of other games (like FNaF) or cityscapes made for fun.

My character, with a city behind

Me standing on a building in "Stinky County," made in 2021.

A screenshot of a prison in tpt

A prison Smart and I built in Theme Park Tycoon.

Interior of a bank in tpt

A functional bank with police combat made in my park, "Country of Detroit," mostly by Smart.

Bank being stormed by cops

Robbable bank being stormed by 2D stop-motion police in TPT2.

Back in 2021, I randomly decided to start learning how to code in Lua, since I thought it might be fun to make a roblox game. So, I sat down and started watching Roblox's Hour of Code series and closely followed what they did in Roblox Studio. Before long, I created my first Roblox game - Fire Physics!

Fire physics burning

A house burning in Fire Physics (9/20/21)

From that point on, development went quite fast among me and my friends, especially with Smart. We created our first installment of the "Five Nights at Stinky's (FNaS) series, inspired by FNaF, as our first project in which we worked together as a team. We're no die-hard FNaF fans, but the genre happens to be really easy to create, which is why we chose it as newbie developers.

fnas 1 storage camera

The storage camera in FNaS 1 with one of the enemies, the Clown, laying on the floor.

In under a year, Smart and I already moved on to create FNaS 2, which was of much higher quality than the first game. This time, we were more ambitious with our experiments with animation and replayability without having to leave and rejoin the game. This was also our first (and last) VR-compatible game.

fnas 2 camera

The parts & service camera in FNaS 2 with one of the enemies, the Mechanic, standing up.

After FNaS 2, we went on to create FNaS M (Multiplayer) and 3. The third game took a particularly long time to create because we went through a couple iterations of what we wanted the game to look like. At first, it was going to be a free-roam horror experience, but we eventually settled on a fixed JR's-like horror game where you build animatronics and have to monitor them on following nights.

fnas 3 screenshot

The backroom in FNaS 3 where animatronics are built by the player.

None of the FNaS games were huge successes. Sure, FNaS 3 did relatively well when compared to most fan games on the platform, but none of them ever had more than 3 or 4 players at a time - even the multiplayer game, which should've been favored since it was multiplayer. It took over a year for us to release our next game, but the next game was certainly a marvel, that is, Cliffside Station, which was created with an entirely new team of developers I got to lead. I was in charge of scripting, UI design, audio design, some of the game design, animations, and plenty of other things, and before long, Cliffside Station started gaining quite a lot of players.

cliffside modeling screenshot

A cutaway view of Cliffside Station from above.

Up to this point, Cliffside Station has been wildly popular, at least for us. It's nearing 6 million visits and we've gotten tens of thousands of user-written reviews using the in-game review/bug reporting tool. Cliffside is also unique in the fact that it's the most versatile game I've gotten to create, which is why I like making horror games in particular. Later in Cliffside's development, I created a realistic weather simuation that simulates moisture, dew point, relative humidity, daytime heating/nighttime cooling, and precipitation from those values, creating thunderstorms that can be troublesome to the player.

cliffside weather gif

A 2-day simulation in Cliffside Station with precipitation on the left, temperature on the top right, and moisture on the bottom right.

If you've made it to this point, thanks for reading my bio! I really like getting to learn about new people so, if you want, maybe say hi to me on Discord! :3

My socials are linked on the bottom of this page. You can also check out some of my tools and other pages on this website (like the file sharer) or maybe you can learn a little bit more about my sona, Felix!

Socials