I'm LuluFur
Applied AI Engineer • Automation Builder • LLM & Agent Tooling • Full-Stack Developer
About Me ↗ Say hello 👋About Me
AI changed how I build software. Watching LLMs go from chat toys to legitimate engineering primitives is what pulled me in; I now spend most of my time on applied AI and automation: wiring agents into real workflows, designing orchestration patterns for multi-step tasks, and turning brittle manual processes into reliable pipelines.
I care about the unglamorous parts; prompt ergonomics, tool design, evaluation loops, and the plumbing that makes an agent actually useful instead of just impressive. I came up as a game developer, and you can still find that work in the Games section below, but the heart of what I build today is AI tooling that gets out of the user's way.
AI & Automation Projects
Open-source work you can dig into right now, plus my live GitHub activity; the private and client projects live further down the page.
📊 GitHub Activity
Games & Side Projects
I cut my teeth as a game developer before pivoting to AI & automation. These projects still hold up as a portfolio of gameplay programming, UI work, and rapid prototyping; click any to see the breakdown.

Sustainacity
A sustainability-focused city builder made in Unreal Engine 5 where you balance rapid expansion with environmental health.

Dashing Simulator
A low-poly simulator built in Roblox Studio where players dash into enemies to battle for cash and upgrades.

Turret Defence
A flexible tower defense framework built in GameMaker designed for rapid iteration of modular turrets and enemy waves.

Cube Defence
A Roblox tower defense testing ground focused on refining game feel, pacing, and UI feedback loops.

Math Cubed
An educational arcade game built in Unreal Engine 5 attempting to gamify math questions with satisfying feedback loops.

Slime Slasher
An arcade-style tower defence prototype built in GameMaker focused on responsive melee game feel and particle VFX.

Snek Solver
A grid-based Unity puzzle game about spatial routing and logic where players must avoid trapping themselves.

Isosceles Invasion
A simple physics-based platformer built in GameMaker focused on gun propulsion mechanics and custom collision systems.
A collection of rapid prototypes and game mechanics built in a single day with p5.js.
Snake Made in 1 Day
A classic Snake game implementation with a twist, all made in one day.
Controls & Mechanics
- Start: Press Enter
- Move: Use Arrow Keys
- Screen Wrapping: If you hit the edge of the screen, you'll reappear on the opposite side instead of crashing!
Tic-Tac-Toe
A classic implementation of Tic-Tac-Toe built in a single day. Challenge a friend or play against yourself!
Controls
- Play: Click any empty cell to place your mark.
More Coming Soon
I'm constantly working on new one-day challenges. Check back later!
Private & Client Work
A selection of in-progress and private projects. Source isn't public, so these are descriptions rather than links; happy to walk through any of them on request.
AI Automation Suite Private
A self-built toolkit for orchestrating LLM-driven workflows: a TypeScript control UI on top of a shell-based runner that chains agents, tools, and scripts to automate end-to-end tasks.
Agent Orchestration Paradigm Research
A framework exploring patterns for coordinating multiple LLM agents on complex multi-step problems; task routing, role specialization, shared memory, and result synthesis.
AI Chat Companion Mod Private
A Python AI chat companion mod with persistent personality and contextual memory, built for interactive game and community use; focus on natural turn-taking and low-latency responses.
AI-Generated CV & Brand Sites Clients
A growing set of one-off TypeScript sites built for clients, exploring LLMs as the authoring layer for personalized portfolio and brand pages; content, layout, and copy generated from a single brief.
Charity Work
Design and web work for Level Up Gosport, a Hampshire charity supporting young adults; and the Bricksy LEGO project that grew out of it.
Level Up Gosport; Charity Site Redesign Pitch
A full redesign concept for Level Up Gosport, a Hampshire charity supporting young adults; content audit and research across every page of their existing site, a rebuilt information architecture, and a hand-coded homepage demo. The charity ultimately went with an agency, but the project stands as a complete research-to-prototype case study.
The Bricksy Trail; Logo & Web Pages Shipped
Logo design for The Bricksy Trail, a LEGO-mosaic heritage trail around Gosport run with Level Up Gosport; my logo is on the live site and trail materials, with a credit in the site's acknowledgements. I also built the Bricksy workshop and photo gallery pages as part of the site redesign concept above.

Bricksy Flyer & Banner Shipped
The Bricksy banner and flyer artwork I designed for Level Up Gosport's LEGO workshop sessions; printed and used at real events (that's it in the photo). The same branding carried through to The Bricksy Trail logo.
Most importantly – to the young people of Level Up Gosport, especially Lewis Whitham who designed the Bricksy Trail logo – whose creativity and enthusiasm have inspired this work. The Bricksy Trail, acknowledgements
My Programs, Languages, and Tools
🕹️ Game Engines
Roblox Studio
My favourite game engine; it's simple, easy to use, and can deploy games in a click.
GameMaker
A fast way for me to prototype and ship polished 2D gameplay quickly.
Unreal Engine
Great for high-end visuals and complex systems; I use it for blueprint-heavy gameplay and rapid iteration.
Unity
My go-to engine for structured gameplay code, UI work, and quick iteration on mechanics.
Godot
I'm learning Godot for its lightweight workflow and clean node-based scene structure.
💬 Languages
JavaScript
My favourite web dev language; I've built mock websites for real companies/charities and simple web-games with it.
Lua/Luau
My favourite programming language; its ease of use for Roblox development and elegant readable syntax makes it enjoyable to program mechanics or systems.
C#
My main language for Unity gameplay features and tooling, with clean OOP and reusable systems.
C++
I use C++ when I need performance, engine-level control, and robust gameplay systems.
Python
I use Python for automation, quick tooling, and solving problems fast with readable scripts.
HTML
I focus on clean semantic structure and accessible layouts for real-world UI.
CSS
Actively improving my CSS to build responsive, polished UI with Flexbox/Grid and tasteful motion.
🔧 Tools
Visual Studio
Great for debugging and deep dives when I'm working in C# and bigger projects.
VS Code
My daily editor for fast iteration; extensions, shortcuts, and a workflow I've tuned over time.
p5.js
My favourite way to prototype web sketches and interactive ideas quickly.
Matter.js
A physics engine I use for web-based gameplay experiments and simulations.
Blender
My main tool for modelling and asset creation; quick blockouts through to final props.
Git/Perforce
Essential for clean version control, collaboration, and keeping projects stable as they grow.
Let's Connect!
I'm always open to discussing new opportunities and collaborations. Feel free to reach out on any of these platforms!
✉️ lulufurdev@gmail.com ⭐ GitHub @LuluFur