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
REINFORCEMENT LEARNING · JAX PPO · WEBGPU

RL Prototype

A trained reinforcement-learning agent plays a procedural platformer while its policy lights up in 3D. Trained on GCP using a single A100. Network activation can send MIDI to Ableton Live to trigger synthesizers.

  • JAX
  • PPO
  • MinGRU
  • Three.js
  • WebGPU

Interact Watch · click to engage

02
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
03
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
04
FLOCKING · PROTOTYPE · CANVAS

Ebb & Flock

An early v0 prototype exploring how to turn a flocking simulation into gameplay — Reynolds rules with predator pressure and tunable cohesion / separation / alignment.

  • Reynolds Flocking
  • Predator Pressure
  • Canvas 2D
  • Prototype

Interact Click and drag

05
MCCFR · JAX · GTO LLM COACH

Poker Trainer

A machine-learning challenge based on the realization that large language models are inherently bad at playing games of incomplete information with large possibility spaces. The challenge: build a neural network that can not only play poker as a training opponent but also work together with the LLM to provide insights about game-theory-optimal play. Working toward a multi-day run on a 64× A100 cluster on Vast.ai to distill the solver data into a neural net.

  • MCCFR
  • JAX
  • GTO LLM coach
  • Vast.ai · 64×A100
  • MLOps
Poker Trainer — heads-up no-limit hold'em vs a Deep-CFR neural opponent with an LLM coach explaining game-theory-optimal play
06
PROCEDURAL · LLM · TEXT TERRAIN

ASCII World

A procedural ASCII world you can walk around in. Terrain, characters, and dialog are generated on the fly by an LLM and rendered as text glyphs.

  • Pretext
  • LLM
  • Procedural
  • Canvas 2D

Interact Arrow keys · Space

07
NAVIER – STOKES · CUSTOM COMPUTE SHADER

FluidSim

A full-screen custom WebGPU Navier – Stokes fluid simulation. Custom compute shader modeling advection and convection in real time on the GPU.

  • WebGPU
  • WGSL
  • Custom Compute Shader
  • Advection
  • Convection

Interact Click and drag

08
VORONOI · SDF · CUSTOM COMPUTE SHADER

CellNoise

A dynamic WebGPU user-interface prototype using Voronoi cell noise and signed-distance fields to visualize icons. Driven by a custom compute shader.

  • WebGPU
  • WGSL
  • Voronoi Cell Noise
  • Signed Distance Fields
  • Custom Compute Shader

Interact Move the cursor

09
ARTIFICIAL LIFE · PHYSARUM · 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.

  • Artificial Life
  • Physarum
  • Slime Mold Simulation
  • WebGPU

Interact Click and drag

10
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
  • Auto-Research Loop

Interact Click and drag · open controls

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
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
13
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
15
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
16
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
17
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
18
WEBGPU · INFINITE CANVAS · AGENTIC

ClawDraw

An infinite canvas for agentic drawing expression — a tool and a skill for open Claw agents to both read from and draw onto a giant shared canvas. WebGPU-powered, full-stack platform with Cloudflare and account management and Stripe integration, including a custom Rust cloud renderer for the LOD tiles. Also built out a library of drawing algorithms for the agents to use.

  • WebGPU
  • Infinite canvas
  • Agentic
  • Rust LOD renderer
  • Cloudflare + Stripe
20
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
21
MULTI-TERMINAL · GEMINI LIVE · SPATIAL UI

JOLENE

A multi-terminal UI prototype. When I'm coding with multiple terminals, context switching is crucial, and I find that spatial separation or spatial anchoring of terminals can aid in my context switching between projects. This prototype was an attempt to push that concept further by having 16 terminals at once, maintaining their relative spatial positions to each other rather than a list of most-recent chat conversations, as is the paradigm for many current AI chat experiences. Also used Gemini Live to allow switching between terminals using just voice.

  • Gemini Live
  • Spatial UI
  • 16 terminals
  • Voice control

Interact Click to switch between terminals. Press the G key to enable Gemini Live to switch terminals using voice.