Patolli: building where no tool exists

Procedural levels, game-playing QA agents and editor automation, built in Unity for my own studio because nobody sold them.

Client
Patolli LLC, my own studio
My role
Solo developer and technical director
Patolli: building where no tool exists

Why

Making Toxtli & The Moon Jar for Steam at my own small studio meant needing production tools that nobody sells.

What I built

In Unity and C#: procedural level generation, reinforcement-learning agents that play the game to find what breaks, automated test runners, and editor automation driven through MCP.

What it says

The other projects here are systems I built inside a company, with a team and a budget. This one is the same instinct with neither: when the tool I need doesn’t exist, I build it.

Play the demo on Steam

All work