Aaron Lemke

Game Designer · AI Developer · Creative Technologist · Musician

Game designer at the AI frontier — building playable agents, generative worlds, and simulations that surprise and inform the user.

01
PLAYABLE AGENT · JAX PPO · WEBGPU

FluidIntelligence

A trained agent plays a procedural platformer while its policy lights up in 3D. JAX PPO, MinGRU policy exported to the browser, JS/Python/JAX conformance.

  • JAX · PPO
  • MinGRU
  • Procedural levels
  • Browser inference
  • Three.js NN viz
  • 96.8% deploy eval
02
NAVIER – STOKES · WGSL · REAL-TIME

FluidSim

A full-screen WebGPU Navier – Stokes fluid simulation. Real-time vorticity, dye injection, and pressure projection on the GPU.

  • WebGPU
  • WGSL compute
  • Navier–Stokes
  • Real-time
03
PHYSARUM · COMPUTE TRAILS · ASCII

Slime Mold ASCII

A Physarum polycephalum simulation rendered as living text. Agents deposit chemical trails on a WebGPU compute pass; the result reads as glyphs.

  • WebGPU
  • Physarum
  • ASCII rendering
  • Compute trails
04
PROCEDURAL · WALKABLE · TEXT TERRAIN

ASCII World

A procedural ASCII world you can walk around in. Characters, dialogs, terrain — all rendered as text.

  • Canvas 2D
  • Procedural terrain
  • NPCs & dialog
  • Arrow keys
05
FLOCKING · CANVAS · INTERACTIVE

Ebb & Flock

Reynolds flocking with predator pressure, generative ambient drone, and tunable cohesion / separation / alignment. Click to engage and play.

  • Canvas 2D
  • Reynolds rules
  • Web Audio drone
  • Interactive
06
EMERGENCE · WGSL · SLIDERS

Murmuration

3D WebGPU boid flocking with GPU spatial hashing. Used a modified version of Andrej Karpathy's auto-research to build an optimization loop that maximizes particle count.

  • WebGPU
  • WGSL compute
  • GPU spatial hashing
  • Bloom
  • 20+ sliders
09
PROCEDURAL · NANO BANANA 2 · PLAYABLE

2D Platform Generator

Procedurally generated 2D platformer levels — solvable platforms, enemies, coins, and a goal laid out fresh each click. Local builds also drive a Nano Banana 2 reskin loop that regenerates every sprite from a text prompt.

  • Canvas 2D
  • Procedural levels
  • Nano Banana 2 reskin
  • Playable
10
GEMINI · TONE.JS · LIVE JAM

JAMGAMES

An AI-driven jam tool. Type a vibe, Gemini writes verse / chorus / bridge with chords + lyrics. Synth, drum sequencer, and walking-bass generator all play live in the browser.

  • Gemini 2.0 Flash
  • Tone.js synth
  • Drum sequencer
  • Bass generator
11
WEBGPU · MANDELBOX · GAMEPAD

Fractal Flight

A real-time WebGPU raymarcher flying a chase-cam ship through a Mandelbox. Camera pose, fractal folds, AO, glow, and HDR are all live-tunable from the collapsed Fractal Controls panel; defaults are pre-tuned for atmospheric flight.

  • WebGPU
  • WGSL raymarch
  • Mandelbox
  • Gamepad input
12
KNOWLEDGE GRAPH · NANO BANANA · PRE-PRODUCTION

World Graph

Knowledge-graph + semantic-search asset library for film and animation pre-production, powered by Nano Banana.

  • Knowledge graph
  • Semantic search
  • Nano Banana
  • Pre-production
World Graph viewer — chat-driven asset library with character / background / style folders
13
LLM NATIVE · 20 QUESTIONS · META-PROGRESSION

Conversational Roguelite Prototype

Exploring the question: what does an LLM-driven game actually look like? A game of twenty questions where each run reveals new information you carry into the next conversation — meta-progression through dialogue.

  • LLM-native
  • 20 questions
  • Meta-progression
  • Prototype
Conversational Roguelite — terminal-aesthetic chat interface with Dr. Sen Aros, phase tracker, and quantum-lab surveillance feed
14
GAUSSIAN SPLATS · THREE.JS · FLY-THROUGH

Splat Factory

A point-cloud Gaussian-splat fly-through built on Three.js — particle size, opacity, fog, blending, ship vortex effector, and over 50 other parameters live-tunable from the in-iframe Settings panel. Defaults match the saved tuning from the standalone session.

  • Three.js
  • 3D Gaussian splats
  • Tunable shader
  • Gamepad input
15
THREE.JS · GPU · CIVIC DATA

Seattle Building Visualizer

A 3D Seattle cityscape rendered with Three.js + GPU instancing, overlaid with live civic data feeds — Fire 911, Police, parking violations, recent crimes, building permits, weather stations, code violations. Plasma / magma / inferno gradients, depth-of-field, and a view-finder for projected zoning skylines.

  • Three.js GPU
  • Live civic feeds
  • Zoning view-finder
  • Bloom + DOF
16
CRON · 18 SOURCES · STOLEN ITEM TRACKER

Vigilanthony

Stolen item tracker. Searches key online public marketplaces daily to try and recover my stolen items.

  • 18 source crons
  • Marketplace scrapers
  • Geo match radar
  • Personal recovery
Vigilanthony — terminal-style dashboard scanning 18 marketplace sources for stolen items, with a geo match radar over Austin
17
WEBGPU · TSL · PROCEDURAL

Dev Dashboard Forest

3D viewport from a development dashboard — nine procedurally-generated trees with wind, bloom, depth-of-field, and dust particles. WebGPU + Three.js TSL post-processing.

  • WebGPU
  • Three.js TSL
  • Procedural trees
  • Bloom + DOF