Anthony Micallef

Anthony Micallef

Game and AI tools developer, Toronto

I build games and AI powered tools, fast.

I ship live games, take old ones apart to see how they work, and use AI coding agents every day.

The Tech Stack
TypeScriptNext.jsClaude and coding agentsRoblox LuauUnityPhaserC and C++PythonNodeFigmaBlender
Featured Work

Games I ship. Games I take apart.

I build live games, then reverse engineer old ones to learn how they worked. I use Claude and coding agents every day and read every line they write.

Slap to the Moon! screenshot
Live Roblox game

Slap to the Moon!

A live Roblox game I build, balance and keep updating.

What I built

  • 131 Luau files, about 30k lines, 148 commits
  • Server-authoritative design, shop and economy
  • Phone and controller support, tested on a device matrix

What I learned

A live game needs small, frequent balance passes based on what players actually do.

See the game
Theme Park (EA 2011) Revival screenshot
Reverse engineering

Theme Park (EA 2011) Revival

EA shut the servers down in 2015. I brought the game back.

What I built

  • 335 classes decompiled, 53 Python tools for assets and maps
  • Fake server so the original Android app runs again
  • Three.js web remake with a decomp-style progress site

What I learned

How to decode an unknown file format by testing each guess against the original game.

See it in the Lab
Hotel Mario PC Port screenshot
Decompilation

Hotel Mario PC Port

A static recompiler that runs a 1994 CD-i game on PC.

What I built

  • Translates 68000 code to C ahead of time
  • Runtime for the CD-i video chip, ADPCM audio and saves
  • Playable from title screen to ending credits

What I learned

Translating code ahead of time turns every emulation bug into one fix in the compiler.

See it in the Lab
LetterCore screenshot
Browser game

LetterCore

A falling-letter word game where you choose when to cash your words.

What I built

  • Canvas 2D game in vanilla JS, bundled with esbuild
  • Endless, a Daily puzzle and 40 Adventure levels
  • Touch and keyboard controls, its own synth music

What I learned

Playtesting the scoring rules did more for the game than adding modes.

Play it
Paintra screenshot
PC platformer

Paintra

A hand-painted platformer: Tomataro must find the seven Paint Gems before Paintra fades.

What I built

  • Momentum movement: slope rolls, wall jumps, dashes, trampolines
  • A boomerang with dual hits, Swing Orb grapples and charged throws
  • An animated intro cutscene, translated into six languages

What I learned

Good movement comes from many small, tuned numbers rather than one big system.

Read the case study