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

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.
