diff --git a/CNAME b/CNAME
new file mode 100644
index 0000000..9b474bc
--- /dev/null
+++ b/CNAME
@@ -0,0 +1 @@
+stevepdp.dev
\ No newline at end of file
diff --git a/Gemfile b/Gemfile
new file mode 100644
index 0000000..3f9d854
--- /dev/null
+++ b/Gemfile
@@ -0,0 +1,38 @@
+source "https://rubygems.org"
+# Hello! This is where you manage which Jekyll version is used to run.
+# When you want to use a different version, change it below, save the
+# file and run `bundle install`. Run Jekyll with `bundle exec`, like so:
+#
+# bundle exec jekyll serve
+#
+# This will help ensure the proper Jekyll version is running.
+# Happy Jekylling!
+gem "jekyll", "~> 4.3.3"
+# This is the default theme for new Jekyll sites. You may change this to anything you like.
+gem "minima", "~> 2.5"
+#gem "minima", git: "https://github.com/jekyll/minima"
+# If you want to use GitHub Pages, remove the "gem "jekyll"" above and
+# uncomment the line below. To upgrade, run `bundle update github-pages`.
+# gem "github-pages", group: :jekyll_plugins
+# If you have any plugins, put them here!
+group :jekyll_plugins do
+ gem "jekyll-feed", "~> 0.12"
+end
+
+# Windows and JRuby does not include zoneinfo files, so bundle the tzinfo-data gem
+# and associated library.
+platforms :mingw, :x64_mingw, :mswin, :jruby do
+ gem "tzinfo", ">= 1", "< 3"
+ gem "tzinfo-data"
+end
+
+# Performance-booster for watching directories on Windows
+gem "wdm", "~> 0.1.1", :platforms => [:mingw, :x64_mingw, :mswin]
+
+# Lock `http_parser.rb` gem to `v0.6.x` on JRuby builds since newer versions of the gem
+# do not have a Java counterpart.
+gem "http_parser.rb", "~> 0.6.0", :platforms => [:jruby]
+
+# Downgrade jekyll-sass-converter to avoid division warnings
+gem "jekyll-sass-converter", "~> 2.0"
+
diff --git a/Gemfile.lock b/Gemfile.lock
new file mode 100644
index 0000000..817885c
--- /dev/null
+++ b/Gemfile.lock
@@ -0,0 +1,89 @@
+GEM
+ remote: https://rubygems.org/
+ specs:
+ addressable (2.8.6)
+ public_suffix (>= 2.0.2, < 6.0)
+ colorator (1.1.0)
+ concurrent-ruby (1.2.3)
+ em-websocket (0.5.3)
+ eventmachine (>= 0.12.9)
+ http_parser.rb (~> 0)
+ eventmachine (1.2.7)
+ ffi (1.16.3-x64-mingw-ucrt)
+ forwardable-extended (2.6.0)
+ http_parser.rb (0.8.0)
+ i18n (1.14.4)
+ concurrent-ruby (~> 1.0)
+ jekyll (4.3.3)
+ addressable (~> 2.4)
+ colorator (~> 1.0)
+ em-websocket (~> 0.5)
+ i18n (~> 1.0)
+ jekyll-sass-converter (>= 2.0, < 4.0)
+ jekyll-watch (~> 2.0)
+ kramdown (~> 2.3, >= 2.3.1)
+ kramdown-parser-gfm (~> 1.0)
+ liquid (~> 4.0)
+ mercenary (>= 0.3.6, < 0.5)
+ pathutil (~> 0.9)
+ rouge (>= 3.0, < 5.0)
+ safe_yaml (~> 1.0)
+ terminal-table (>= 1.8, < 4.0)
+ webrick (~> 1.7)
+ jekyll-feed (0.17.0)
+ jekyll (>= 3.7, < 5.0)
+ jekyll-sass-converter (2.2.0)
+ sassc (> 2.0.1, < 3.0)
+ jekyll-seo-tag (2.8.0)
+ jekyll (>= 3.8, < 5.0)
+ jekyll-watch (2.2.1)
+ listen (~> 3.0)
+ kramdown (2.4.0)
+ rexml
+ kramdown-parser-gfm (1.1.0)
+ kramdown (~> 2.0)
+ liquid (4.0.4)
+ listen (3.9.0)
+ rb-fsevent (~> 0.10, >= 0.10.3)
+ rb-inotify (~> 0.9, >= 0.9.10)
+ mercenary (0.4.0)
+ minima (2.5.1)
+ jekyll (>= 3.5, < 5.0)
+ jekyll-feed (~> 0.9)
+ jekyll-seo-tag (~> 2.1)
+ pathutil (0.16.2)
+ forwardable-extended (~> 2.6)
+ public_suffix (5.0.5)
+ rb-fsevent (0.11.2)
+ rb-inotify (0.10.1)
+ ffi (~> 1.0)
+ rexml (3.2.6)
+ rouge (4.2.1)
+ safe_yaml (1.0.5)
+ sassc (2.4.0)
+ ffi (~> 1.9)
+ terminal-table (3.0.2)
+ unicode-display_width (>= 1.1.1, < 3)
+ tzinfo (2.0.6)
+ concurrent-ruby (~> 1.0)
+ tzinfo-data (1.2024.1)
+ tzinfo (>= 1.0.0)
+ unicode-display_width (2.5.0)
+ wdm (0.1.1)
+ webrick (1.8.1)
+
+PLATFORMS
+ x64-mingw-ucrt
+
+DEPENDENCIES
+ http_parser.rb (~> 0.6.0)
+ jekyll (~> 4.3.3)
+ jekyll-feed (~> 0.12)
+ jekyll-sass-converter (~> 2.0)
+ minima (~> 2.5)
+ tzinfo (>= 1, < 3)
+ tzinfo-data
+ wdm (~> 0.1.1)
+
+BUNDLED WITH
+ 2.5.7
diff --git a/_config.yml b/_config.yml
new file mode 100644
index 0000000..fdcba98
--- /dev/null
+++ b/_config.yml
@@ -0,0 +1,94 @@
+# Welcome to Jekyll!
+#
+# This config file is meant for settings that affect your whole blog, values
+# which you are expected to set up once and rarely edit after that. If you find
+# yourself editing this file very often, consider using Jekyll's data files
+# feature for the data you need to update frequently.
+#
+# For technical reasons, this file is *NOT* reloaded automatically when you use
+# 'bundle exec jekyll serve'. If you change this file, please restart the server process.
+#
+# If you need help with YAML syntax, here are some quick references for you:
+# https://learn-the-web.algonquindesign.ca/topics/markdown-yaml-cheat-sheet/#yaml
+# https://learnxinyminutes.com/docs/yaml/
+#
+# Site settings
+# These are used to personalize your new site. If you look in the HTML files,
+# you will see them accessed via {{ site.title }}, {{ site.email }}, and so on.
+# You can create any custom variable you would like, and they will be accessible
+# in the templates via {{ site.myvariable }}.
+
+title: Games by Stephen Pearce
+author: Stephen Pearce
+copyright: "2020-2024"
+email: hello@stevepdp.dev
+description: >- # this means to ignore newlines until "baseurl:"
+ Game development projects and writings.
+baseurl: "/" # the subpath of your site, e.g. /blog
+url: "https://stevepdp.dev" # the base hostname & protocol for your site, e.g. http://example.com
+lang: en-GB
+
+# Build settings
+theme: minima
+plugins:
+ - jekyll-feed
+minima:
+ skin: auto
+ date_format: "%A, %B %d, %Y"
+
+collections:
+ games:
+ output: true
+
+# Jekyll Feed Config
+feed:
+ posts_limit: 10
+ collections:
+ posts:
+ path: "/feed.xml"
+ games:
+ path: "/games.xml"
+
+# Jekyll SEO
+social:
+ name: Stephen Pearce
+ links:
+ - https://twitter.com/stevepdp
+ - https://www.linkedin.com/in/stevepdp
+ - https://github.com/stevepdp
+ locale: en_GB
+
+# Minimise FE
+compress_html:
+ clippings: all
+ comments: all
+ endings: all
+ ignore: [
+ pre
+ ]
+ envs: []
+ blanklines: false
+ profile: false
+ startings: []
+
+# Exclude from processing.
+# The following items will not be processed, by default.
+# Any item listed under the `exclude:` key here will be automatically added to
+# the internal "default list".
+#
+# Excluded items can be processed by explicitly listing the directories or
+# their entries' file path in the `include:` list.
+#
+# exclude:
+# - .sass-cache/
+# - .jekyll-cache/
+# - gemfiles/
+# - Gemfile
+# - Gemfile.lock
+# - node_modules/
+# - vendor/bundle/
+# - vendor/cache/
+# - vendor/gems/
+# - vendor/ruby/
+exclude:
+ - about.markdown
\ No newline at end of file
diff --git a/_games/2019-01-13-rad-rocket.markdown b/_games/2019-01-13-rad-rocket.markdown
new file mode 100644
index 0000000..addce5f
--- /dev/null
+++ b/_games/2019-01-13-rad-rocket.markdown
@@ -0,0 +1,36 @@
+---
+layout: game
+
+title: Rad Rocket!
+release_year: 2019
+abstract: Avoid and shoot.
+made_for: First self-published game.
+thumb: /assets/img/rad-rocket-thumb.png
+thumb_alt: Rad Rocket! gameplay thumbnail.
+credit:
+ name: Stephen Pearce
+# team:
+# - name: Stephen Pearce
+# url: https://stevepdp.dev
+platforms:
+ - name: Google Play
+ url: https://play.google.com/store/apps/details?id=co.uk.stephenpearce.radrocket
+ - name: Itch.io
+ url: https://stevepdp.itch.io/rad-rocket
+created: 2019-01-13 11:36:45 +0100
+#updated:
+tags: ["Study"]
+is_game: true
+---
+
+| Made with | GameMaker Studio 2 |
+| Timeline | 1 month |
+| Playable | Itch.io, Google Play |
+
+
+## About The Game
+Rad Rocket was my first attempt at making, marketing and releasing a game.
+
+It was built using GameMaker Studio 2 in a month.
+
+It's a brief, but satisfying run.
diff --git a/_games/2021-06-05-ghoul-must-eat.markdown b/_games/2021-06-05-ghoul-must-eat.markdown
new file mode 100644
index 0000000..098ecc0
--- /dev/null
+++ b/_games/2021-06-05-ghoul-must-eat.markdown
@@ -0,0 +1,56 @@
+---
+layout: game
+
+title: Ghoul Must Eat
+release_year: 2021
+abstract: Eat to survive and grow.
+made_for: Made for Weekly Game Jam.
+thumb: /assets/img/ghoul-must-eat-thumb.png
+thumb_alt: Ghoul Must Eat gameplay thumbnail.
+credit:
+ name: Stephen Pearce
+# team:
+# - name: Stephen Pearce
+# url: https://stevepdp.dev
+platforms:
+ - name: Itch.io
+ url: https://stevepdp.itch.io/ghoul-must-eat
+created: 2021-06-05 15:52:54 +0100
+#updated:
+tags: ["Game Jam"]
+is_game: true
+---
+
+| Made with | Unity |
+| Timeline | 1 week + post-release improvements |
+| Playable | Itch.io |
+| Source | stevepdp/ghoul-must-eat |
+
+
+## Retrospective
+Made for Weekly Game Jam 203.
+
+
+### The Idea
+The jam theme was “Eat the Enemy”.
+
+I like to explore antagonists and the anti-hero archetype. After some thought, I settled on the idea that the player would be the bad guy and that they would be eating the good guy.
+
+
+### What Went Wrong
+I spent too long musing on features and aesthetic decisions. Most of the code went in on the final days. Particularly in the final few hours where I had to cut back and focus on quick-wins.
+
+For example, I decided to cut back on how I represent a horde of ghouls. The plan was to present the ghoul with child ghouls following in a grid-like formation. I instead opted for displaying the number and scaling the player.
+
+
+### What Went Well
+Despite it's flaws, the product has a beginning, a middle and an end. It shipped within the deadline. As one of the comments read, that’s an achievement in and of itself.
+
+I received plenty of well-meaning feedback and feature requests.
+
+
+### Lessons Learned
+* If allowed, prepare the game's scaffolding in advance.
+* Focus on the gameplay. Leave pixel art and aesthetics till the end.
+* Test exports throughout to catch issues early.
+* It doesn’t matter what you intended to make, you will be judged on what you shipped.
diff --git a/_games/2021-06-10-waiting-for-uptrend.markdown b/_games/2021-06-10-waiting-for-uptrend.markdown
new file mode 100644
index 0000000..aa7d9d1
--- /dev/null
+++ b/_games/2021-06-10-waiting-for-uptrend.markdown
@@ -0,0 +1,54 @@
+---
+layout: game
+
+title: Waiting For Uptrend
+release_year: 2021
+abstract: $GMJM is dipping and fast!
+made_for: Made for Weekly Game Jam.
+thumb: /assets/img/waiting-for-uptrend-thumb.png
+thumb_alt: Waiting For Uptrend gameplay thumbnail.
+credit:
+ name: Stephen Pearce
+# team:
+# - name: Stephen Pearce
+# url: https://stevepdp.dev
+platforms:
+ - name: Itch.io
+ url: https://stevepdp.itch.io/waiting-for-uptrend
+created: 2021-06-10 00:24:36 +0100
+#updated:
+tags: ["Game Jam"]
+is_game: true
+---
+
+| Made with | Unity |
+| Timeline | 1 week + post-release improvements |
+| Playable | Itch.io |
+| Source | stevepdp/waiting-for-uptrend |
+
+## Retrospective
+Made for Weekly Game Jam 204.
+
+
+### The Idea
+The jam theme was “downhill”.
+
+I juggled several ideas this week, but crypto’s volatility kept repeating on me. I had observed the events that lead up to the most recent dip. The memes and discussion threads that followed too. So I thought that for this week it would be fun to explore and communicate aspects of it.
+
+
+### What went well
+I learned a ton this week and I hope it shows in the presentation and interactivity.
+
+One of the criticisms I received last week was that the game was too short. So this week, I’ve explored a game with several endings.
+
+When the jam wrapped up, I had enough time between to be able to go back and fix up issues in the previous week's project.
+
+
+### What went wrong
+I wasted a LOT of time trying to figure out how to render a line graph. If I had asked somebody in Discord, then I could’ve saved myself the better part of a day. In the end, I cut the feature.
+
+I also spent much too long trying to figure out how to make sprites respond to click events. No amount of prior CSS z-index knowledge helped. Several wasted hours later, I realised that I could’ve used Unity’s built-in UI buttons. So I implemented those instead.
+
+
+### What I learned
+When you’re stuck on a problem for more than 15 minutes, ask somebody.
diff --git a/_games/2021-06-17-charged.markdown b/_games/2021-06-17-charged.markdown
new file mode 100644
index 0000000..3a5f619
--- /dev/null
+++ b/_games/2021-06-17-charged.markdown
@@ -0,0 +1,56 @@
+---
+layout: game
+
+title: Charged
+release_year: 2021
+abstract: Use your charge to pick up and repel.
+made_for: Made for Weekly Game Jam.
+thumb: /assets/img/charged-thumb.png
+thumb_alt: Charged gameplay thumbnail.
+credit:
+ name: Stephen Pearce
+team:
+ - name: Stephen Pearce
+ url: https://stevepdp.dev
+platforms:
+ - name: Itch.io
+ url: https://stevepdp.itch.io/charged
+created: 2021-06-17 14:07:31 +0100
+#updated:
+tags: ["Game Jam"]
+is_game: true
+---
+
+| Made with | Unity |
+| Timeline | 1 week + post-release improvements |
+| Playable | Itch.io |
+{% comment %}Source | stevepdp/charged |{% endcomment %}
+
+
+### Retrospective
+Made for Weekly Game Jam 205.
+
+
+#### The Idea
+The jam theme was “unconventional superpowers”.
+
+It's a platformer with a light amount of physics-based challenge. Your unconventional superpower is that you are statically charged. As such, you can either attract or repel crates. It's in the repelling of crates that you can make projectiles of them. This allows you to progress through levels and defeat exit-blocking enemies. You can also move crates for leverage to higher places etc.
+
+
+#### What went well
+I learned a ton this week too. Particularly I've gotten a good handle on Unity's animation system now.
+
+The object attraction and repelling physics are far from perfect. They're good enough for a first attempt at anything like this though. If I get the opportunity to, then this game is for-sure a candidate for later expansion.
+
+
+#### What went wrong
+What didn't go wrong this week? It started with a bad design idea which I mused on for several days. I abandoned it Monday morning and later began work on Charged the same day. I thus lost several days of development time.
+
+I also felt like I spent too much time in the “sandbox phase”. It's a scene which contains one or two of every prefab and their intended behaviours. I spent 80%-90% percent of the time there and the remaining 10% on actual level design. Everything seemed to fall into place once the prefabs were working as intended in the sandbox.
+
+Unfortunately I ended up submitting this game late. Still a game made within a week, but short of the jam deadline.
+
+
+#### What I learned
+* Don't sit on an idea for too long. Gotta fail fast!
+* Sometimes, a feature will not work in the web export. In a jam situation especially, don’t dwell on it.
\ No newline at end of file
diff --git a/_games/2021-06-24-phn1504.12.markdown b/_games/2021-06-24-phn1504.12.markdown
new file mode 100644
index 0000000..112cc96
--- /dev/null
+++ b/_games/2021-06-24-phn1504.12.markdown
@@ -0,0 +1,55 @@
+---
+layout: game
+
+title: PHN1504.12
+release_year: 2021
+abstract: Utilise the clock's power to escape!
+made_for: Made for Weekly Game Jam.
+thumb: /assets/img/phn1504.12-thumb.png
+thumb_alt: PHN1504.12 gameplay thumbnail.
+credit:
+ name: Stephen Pearce
+# team:
+# - name: Stephen Pearce
+# url: https://stevepdp.dev
+platforms:
+ - name: Itch.io
+ url: https://stevepdp.itch.io/phn150412
+created: 2021-06-24 10:24:42 +0100
+#updated:
+tags: ["Game Jam"]
+is_game: true
+---
+
+| Made with | Unity |
+| Timeline | 1 week + post-release improvements |
+| Playable | Itch.io |
+{% comment %}| Source | stevepdp/phn150412 |{% endcomment %}
+
+
+## Retrospective
+Made for Weekly Game Jam 206.
+
+
+### The Idea
+I decided stealth would be an interesting genre to explore this week. I asked myself: “What if stealth but you can freeze stuff?”. What resulted is a game that echoes elements of top-down RPGs, stealth games and Raiders of the Lost Ark.
+
+In this game, you've performed an infiltration and are about to take the prototype clock. You must now escape, using the clock to freeze time and sneak past obstacles.
+
+
+### What went well
+I learned a few new things, such as how to make music persist across gameplay scenes. I've learned some cool ways to use the space around my 1:1 box frame, so this week's game is widescreen! I'm getting better at managing DontDestroyOnLoad() these days too.
+
+On the final day, I learned to make good use of the Unity-provided shape primitives. I know it saved me a ton of time. Each of the objects the player interacts with are composed of them. They seem to work well with my basic style too. Will definitely be using those again in future jams.
+
+
+### What went wrong
+Lag from the last week's entry slowed me down this week. That, and I definitely over-scoped again.
+
+I spent too long on silly technology like the door transitions. I later realised that one big scene with clever camera direction would've worked. I made a whole inventory backend for one item too, which could've been a flag on the player.
+
+Despite these issues. I can celebrate delivering it within the deadline.
+
+
+### What I learned
+* Think before implementing. You often over-complicate things. You're probably re-inventing wheels.
\ No newline at end of file
diff --git a/_games/2021-07-01-marble-and-glass.markdown b/_games/2021-07-01-marble-and-glass.markdown
new file mode 100644
index 0000000..10d3e37
--- /dev/null
+++ b/_games/2021-07-01-marble-and-glass.markdown
@@ -0,0 +1,65 @@
+---
+layout: game
+
+title: Marble & Glass
+release_year: 2021
+abstract: Explore a vaporwave-themed shopping mall.
+made_for: Made for Vaporjam.
+thumb: /assets/img/marble-and-glass-thumb.png
+thumb_alt: Car Configurator gameplay thumbnail.
+video_src: /assets/video/marble-and-glass.mp4
+video_placeholder: /assets/video/marble-and-glass-placeholder.png
+credit:
+ name: Stephen Pearce
+# team:
+# - name: Stephen Pearce
+# url: https://stevepdp.dev
+platforms:
+ - name: Itch.io
+ url: https://stevepdp.itch.io/marble-and-glass
+created: 2021-07-01 22:14:10 +0100
+#updated:
+tags: ["Game Jam"]
+is_game: true
+---
+
+| Made with | Unity |
+| Timeline | 2 weeks |
+| Playable | Itch.io |
+{% comment %} | Source | stevepdp/marble-and-glass |{% endcomment %}
+
+
+## Retrospective
+Made in two weeks for VaporJam.
+
+
+### The Idea
+The theme was open-ended: “make a vaporwave-themed game”. With the ongoing lockdown in England, I've been feeling nostalgic of better times. I decided that for this game it would be fun to centre a game around a particularly nostalgic period of my life.
+
+While musing on the theme, I was re-watching some George Carlin specials. His “Shopping and Eating” routine for some reason sat at the forefront of my mind. So I decided that this would be a super-chill exploration of the late 90's through the lens of a shopping mall.
+
+The idea requires me to recall details of particular things I was exploring or doing at the time. As I age, I'm noticing that these things are becoming more like vague recollections. In some circumstances, I have to correct myself. So there's an aspect to the game where a voice breaks in to correct or provide more context.
+
+You are to populate your inventory with one of each type of item at the mall. A game, a music cd, a film and so on. Some memories are accurate, some have been misrecalled and are of things I encountered later in life.
+
+It's a strange one, but I hope it makes sense and triggers some nostalgic feelings.
+
+
+### What Went Well
+* It uses Unity's new input system. Full controller support!
+* Text renders in real-time throughout.
+* There is many in-game BGMs.
+* To address a player's loud audio concern, there's a content warning.
+* CC attributions are a dedicated menu item.
+* A dialog system with optional outcomes.
+* It's more expansive than prior efforts and as such I've included a mini-map.
+
+
+### What Went Wrong
+This one really suffered from scope creep.
+
+
+### What I Learned
+With each jam, I've aimed to learn at least one new thing. With this one however, there were too many of those things.
+
+For future jams, I'll make sure to limit it to one significant new thing each time.
diff --git a/_games/2021-07-03-into-the-clouds.markdown b/_games/2021-07-03-into-the-clouds.markdown
new file mode 100644
index 0000000..cea8052
--- /dev/null
+++ b/_games/2021-07-03-into-the-clouds.markdown
@@ -0,0 +1,47 @@
+---
+layout: game
+
+title: Into The Clouds
+release_year: 2021
+abstract: Don't fall into the sky!
+made_for: Made for One Hour Game Jam.
+thumb: /assets/img/into-the-clouds-thumb.png
+thumb_alt: Into The Clouds gameplay thumbnail.
+credit:
+ name: Stephen Pearce
+# team:
+# - name: "Stephen Pearce"
+# url: "https://stevepdp.dev"
+platforms:
+ - name: Itch.io
+ url: https://stevepdp.itch.io/into-the-clouds
+created: 2021-07-03 11:38:03 +0100
+#updated:
+tags: ["Game Jam"]
+is_game: true
+---
+
+| Made with | Unity |
+| Timeline | 1 hour + post-release improvements |
+| Playable | Itch.io |
+| Source | stevepdp/into-the-clouds |
+
+
+## Retrospective
+Made for One Hour Game Jam with the theme "Clouds".
+
+
+### About The Game
+Given that development time is so limited, you really have to go with the first thing that comes to mind. With "clouds" in mind, it was a childhood memory. As a child I would often hang on to climbing frame rails, look into the sky and fear falling into it.
+
+So in the game you're hanging on to a rail and coins spawn along it. You must move left/right to collect the coins before they disappear. If you don't, you'll fall in!
+
+
+### Jamming in One Hour
+I've been aware of One Hour Game Jam for a few years, but only recently have I felt the confidence to try it.
+
+Despite it actually taking me 1 hour and 15 minutes to design, build and publish, I'm happy with the result. I published the Windows build on Itch in time for the Twitch stream. I then spent a few minutes post-stream tidying up the descriptions and shipping a WebGL build.
+
+Every decision you make during One Hour Game Jam has a measurable impact. Hit play too many times for example...and you're eating precious time. The editor crashed? Well that mistake cost you a few more minutes. In my case, the worst slowdown was a prefab instancing bug which took 10-15 minutes to figure out and resolve.
+
+The challenge has helped me to gain a sense of both where I'm at and what I'm actually capable of given a short time limit. Another positive outcome is that I feel more ready to take on jams that happen over a weekend like Ludum Dare. Pretty much anything on offer at the game jam databases now feels within reach.
diff --git a/_games/2021-07-24-it-has-a-beard.markdown b/_games/2021-07-24-it-has-a-beard.markdown
new file mode 100644
index 0000000..f94e774
--- /dev/null
+++ b/_games/2021-07-24-it-has-a-beard.markdown
@@ -0,0 +1,47 @@
+---
+layout: game
+
+title: It Has A Beard
+release_year: 2021
+abstract: This virtual pet must clean up after itself!
+made_for: Made for One Hour Game Jam.
+thumb: /assets/img/it-has-a-beard-thumb.png
+thumb_alt: It Has A Beard gameplay thumbnail.
+credit:
+ name: Stephen Pearce
+# team:
+# - name: Stephen Pearce
+# url: https://stevepdp.dev
+platforms:
+ - name: Itch.io
+ url: https://stevepdp.itch.io/it-has-a-beard
+created: 2021-07-24 14:01:04 +0100
+#updated:
+tags: ["Game Jam"]
+is_game: true
+---
+
+| Made with | Unity |
+| Timeline | 1 hour + post-release improvements |
+| Playable | Itch.io |
+{% comment %} | Source | stevepdp/it-has-a-beard |{% endcomment %}
+
+
+## Retrospective
+Made for One Hour Game Jam with the theme "Virtual Pet".
+
+
+#### About The Game
+It's a "clean-em-up".
+
+Cyber pets require you to periodically clean the screen. So this is what came to mind when the theme was announced.
+
+To play you simply need to collide with the poops that spawn.
+
+
+#### Jamming In One Hour
+It was my second time participating in this jam.
+
+When comparing this to the last submission, you can see my one hour prototyping ability has improved.
+
+The game features a little narrative, a little more gameplay and two possible outcomes. I'm pleased with it given the time limit. It got a laugh on the Twitch stream too!
diff --git a/_games/2022-04-05-multiplanetary.markdown b/_games/2022-04-05-multiplanetary.markdown
new file mode 100644
index 0000000..7629e91
--- /dev/null
+++ b/_games/2022-04-05-multiplanetary.markdown
@@ -0,0 +1,63 @@
+---
+layout: game
+
+title: Multiplanetary
+release_year: 2022
+abstract: Billionaires are leaving. Send them back!
+made_for: Made for Ludum Dare.
+thumb: /assets/img/multiplanetary-thumb.png
+thumb_alt: Multiplanetary gameplay thumbnail.
+clip: /assets/video/multiplanetary-clip.mp4
+clip_placeholder: /assets/video/multiplanetary-placeholder.png
+credit:
+ name: Stephen Pearce
+# team:
+# - name: Stephen Pearce
+# url: https://stevepdp.dev
+platforms:
+ - name: Itch.io
+ url: https://stevepdp.itch.io/multiplanetary
+created: 2022-04-05 06:30:49 +0100
+#updated:
+tags: ["Game Jam"]
+is_game: true
+---
+
+| Made with | Unity |
+| Timeline | 72 hours |
+| Playable | Itch.io |
+| Source | stevepdp/multiplanetary |
+
+
+## Retrospective
+Made for Ludum Dare 50 with the theme "delay the inevitable".
+
+
+### The Idea
+Unlike other jams I've participated in, LD's community voting rounds meant that I had an idea for what the theme might be ahead of time. I was able to generate a bunch of ideas on many sheets of A4 the night prior. The first of those ideas is what I took forward into the jam.
+
+With the theme "delay the inevitable", I settled on the idea that humanity will inevitably become a multiplanetary species and that you would be in control of an alien device trying to prevent it. Shuttles would spawn at random intervals from Earth and head in the direction of neighbouring planets. The player would be facing Earth and only able to move within a certain range of it's orbit.
+
+
+### What Went Well
+I had a few things to learn in order to make my idea work. These aspects at least went well.
+
+* Spawning prefabs at particular rotations
+* Circular motion around a fixed point with boundaries
+* 9-slice / 9-patch scalable sprites for the menu buttons - my buttons no longer jank at different scales!
+* Preventing accidental triggering of menu items when switching scenes.
+* I made an attempt at hand drawing some art with a tablet, but pulled it at the last minute as I felt I wouldn't be able to change everything within the remaining hours. I was only able to roll back because I had everything in Git and mirrored to GitHub. Version control FTW!
+
+
+### What Went Wrong
+* I wasted the better part of two days on project plumbing and menu code. You don't need either in a game jam.
+* I don't like to blame the tools...but the tools crashed a lot on me this weekend. Ordinarily this wouldn't bother me, but when you're strapped for time then it really adds to the pressure.
+* I should've playtested. It became clear after submitting that the game is much too difficult and it's suffering in the feedback as a result.
+* The game was developed primarily using an Xbox controller...but you can't assume that the folks playing will be using such hardware too. The keyboard experience doesn't quite match the controller experience and as such the game is much more difficult than it ought to be.
+* I completely forgot that difficulty should scale. My game appears to be backward in that sense in that it's actually most difficult upfront then gets slightly easier as time progresses, assuming RNG in is the player's favour. Playtesting the game even a couple of hours before submission would've caught this.
+
+
+### What I Learned
+It's been nine months since I last attempted a game jam so I've definitely had to remind myself of the standard practices.
+
+I happened upon the 4:44 rule whilst testing other's submissions, and I think I'll apply it when the next game jam opportunity rolls around.
\ No newline at end of file
diff --git a/_games/2023-01-01-car-configurator.markdown b/_games/2023-01-01-car-configurator.markdown
new file mode 100644
index 0000000..a64430b
--- /dev/null
+++ b/_games/2023-01-01-car-configurator.markdown
@@ -0,0 +1,34 @@
+---
+layout: game
+
+title: Car Configurator
+release_year: 2023
+abstract: Post-apocalyptic vehicle customs.
+made_for: Made for Mastered bootcamp.
+thumb: /assets/img/car-configurator-thumb.png
+thumb_alt: Car Configurator gameplay thumbnail.
+clip: /assets/video/multiplanetary/multiplanetary-clip.mp4
+clip_placeholder: /assets/video/multiplanetary-placeholder.png
+credit:
+ name: Stephen Pearce
+# team:
+# - name: Stephen Pearce
+# url: https://stevepdp.dev
+platforms:
+ - name: Itch.io
+ url: https://stevepdp.itch.io/car-configurator
+created: 2023-01-01 18:51:59 +0100
+#updated:
+tags: ["Study"]
+is_game: true
+---
+
+| Made with | Unity |
+| Timeline | 4 weeks + post-release improvements |
+| Playable | Itch.io |
+Source | stevepdp/car-configurator |
+
+
+A 3D car configurator set in a post-apocalyptic environment.
+
+Made as a qualifier project for Mastered's real-time 3D skills bootcamp.
diff --git a/_games/2023-01-01-re-dream.markdown b/_games/2023-01-01-re-dream.markdown
new file mode 100644
index 0000000..cbf55ae
--- /dev/null
+++ b/_games/2023-01-01-re-dream.markdown
@@ -0,0 +1,41 @@
+---
+layout: game
+
+title: Re:Dream
+release_year: 2023
+abstract: Throwback 3D platforming.
+made_for: Made for Mastered bootcamp.
+thumb: /assets/img/re-dream-thumb.png
+thumb_alt: Re:Dream gameplay thumbnail.
+credit:
+ name: Stephen Pearce
+# team:
+# - name: Stephen Pearce
+# url: https://stevepdp.dev
+platforms:
+ - name: Itch.io
+ url: https://stevepdp.itch.io/car-configurator
+created: 2023-01-01 18:51:59 +0100
+#updated:
+tags: ["Study"]
+is_game: true
+---
+
+| Made with | Unity |
+| Timeline | 16 weeks |
+| Playable | Itch.io |
+| Source | stevepdp/re-dream |
+
+
+## About The Game
+
+A throwback 3D platforming project with elements inspired by the classics.
+
+Made in 16 weeks as a major project on Mastered's real-time 3D skills bootcamp.
+
+### Features:
+
+- 3D platforming inspired by '90s character action platformers.
+- An in-game journal system, revealing pages as puzzle pieces are collected.
+- A variety of levels evoking 3D platforming tropes
+- Challenge areas which progressively increase in difficulty.
\ No newline at end of file
diff --git a/_games/2024-05-27-the-magdalen.markdown b/_games/2024-05-27-the-magdalen.markdown
new file mode 100644
index 0000000..677a4a8
--- /dev/null
+++ b/_games/2024-05-27-the-magdalen.markdown
@@ -0,0 +1,37 @@
+---
+layout: game
+
+title: The Magdalen
+release_year: 2024
+abstract: Fix your ship to get back home!
+made_for: Made for NGF2024 (unfinished)
+thumb: /assets/img/the-magdalen-thumb.png
+thumb_alt: The Magdalen gameplay thumbnail.
+video_src: /assets/video/the-magdalan-0.3.mp4
+video_placeholder: /assets/video/the-magdalen-0.3-placeholder.png
+credit:
+ name: Stephen Pearce
+# team:
+# - name: Stephen Pearce
+# url: https://stevepdp.dev
+platforms:
+ - name: Itch.io
+ url: https://stevepdp.itch.io/the-magdalen
+created: 2024-05-27 10:00:01 +0100
+#updated:
+tags: ["Game Jam"]
+is_game: true
+---
+
+| Made with | Godot Engine 3.5.3 |
+| Timeline | 9 days |
+| Playable | Not yet! |
+
+
+Made for Norwich Games Festival Jam 2024 with the theme "beyond the stars".
+
+Unfortunately, I failed to complete this within the jam timeframe, but I've achieved enough with it that I hope to take it forward as a side project.
+
+It's planned to be a Metroidvania of sorts, or a "Microvania," as I called it during ideation. Your ship, "The Magdalen," has crash-landed on a nearby planet, and you must search the environment for parts to repair it. Bring those parts back to the ship, radio your friends, and make your way back home!
+
+A full retrospective will be written once I release it with the scope intended for the jam.
\ No newline at end of file
diff --git a/_includes/date_format.html b/_includes/date_format.html
new file mode 100644
index 0000000..d36bd5a
--- /dev/null
+++ b/_includes/date_format.html
@@ -0,0 +1,30 @@
+{%- assign date_suffixes = "st, nd, rd" | split: ", " -%}
+
+{%- assign day_created = page.created | date: "%-d" | plus: 0 -%}
+{%- assign day_updated = page.updated | date: "%-d" | plus: 0 -%}
+
+{%- assign created_suffix_index = day_created | modulo: 10 -%}
+{%- assign updated_suffix_index = day_updated | modulo: 10 -%}
+
+{%- if created_suffix_index == 1 and day_created != 11 -%}
+ {%- assign created_suffix = "st" -%}
+{%- elsif created_suffix_index == 2 and day_created != 12 -%}
+ {%- assign created_suffix = "nd" -%}
+{%- elsif created_suffix_index == 3 and day_created != 13 -%}
+ {%- assign created_suffix = "rd" -%}
+{%- else -%}
+ {%- assign created_suffix = "th" -%}
+{%- endif -%}
+
+{%- if updated_suffix_index == 1 and day_updated != 11 -%}
+ {%- assign updated_suffix = "st" -%}
+{%- elsif updated_suffix_index == 2 and day_updated != 12 -%}
+ {%- assign updated_suffix = "nd" -%}
+{%- elsif updated_suffix_index == 3 and day_updated != 13 -%}
+ {%- assign updated_suffix = "rd" -%}
+{%- else -%}
+ {%- assign updated_suffix = "th" -%}
+{%- endif -%}
+
+{%- assign date_format = site.minima.date_format | default: "%b %-d%S, %Y" -%}
+{%- assign custom_date_format = "%A, %B %-d" -%}
\ No newline at end of file
diff --git a/_includes/footer.html b/_includes/footer.html
new file mode 100644
index 0000000..0442f53
--- /dev/null
+++ b/_includes/footer.html
@@ -0,0 +1,14 @@
+
diff --git a/_includes/head.html b/_includes/head.html
new file mode 100644
index 0000000..e939bb4
--- /dev/null
+++ b/_includes/head.html
@@ -0,0 +1,18 @@
+
+
+
+
+
+ {{- -}}
+ {% if page.is_home %}
+ {{- site.title | escape -}}
+ {% else %}
+ {{- -}}
+ {{ page.title | escape }} | {{ site.title }}
+ {% endif %}
+
+ {%- seo title=false -%}
+
+
+ {%- feed_meta -%}
+
diff --git a/_includes/header.html b/_includes/header.html
new file mode 100644
index 0000000..240a020
--- /dev/null
+++ b/_includes/header.html
@@ -0,0 +1,29 @@
+
+
+
\ No newline at end of file
diff --git a/_includes/social.html b/_includes/social.html
new file mode 100644
index 0000000..f4e1e3c
--- /dev/null
+++ b/_includes/social.html
@@ -0,0 +1,36 @@
+
\ No newline at end of file
diff --git a/_layouts/page.html b/_layouts/page.html
new file mode 100644
index 0000000..a650ce4
--- /dev/null
+++ b/_layouts/page.html
@@ -0,0 +1,14 @@
+---
+layout: default
+---
+{% include date_format.html %}
+
+
+
+
{{ page.title | escape }}
+
+
+ {{ content }}
+
+ ← Back home
+
\ No newline at end of file
diff --git a/_layouts/post.html b/_layouts/post.html
new file mode 100644
index 0000000..23fac37
--- /dev/null
+++ b/_layouts/post.html
@@ -0,0 +1,32 @@
+---
+layout: default
+---
+{% include date_format.html %}
+
+
+
+ ← Back to blog archive
+
+
+
+
\ No newline at end of file
diff --git a/_posts/2024-04-22-Under-Construction.markdown b/_posts/2024-04-22-Under-Construction.markdown
new file mode 100644
index 0000000..ab94d99
--- /dev/null
+++ b/_posts/2024-04-22-Under-Construction.markdown
@@ -0,0 +1,16 @@
+---
+layout: post
+
+title: Under Construction
+created: 2024-04-22 20:00:00 +0100
+updated: 2024-04-23 13:25:00 +0100
+is_post: true
+---
+
+stevepdp.dev is now on its third major revision since it's first deployment in 2020.
+
+This iteration features a simplified portfolio presentation, simplified project pages, and a much improved blog format which now includes syntax highlighting. It's all based on more reliable foundations thanks to the use of Jekyll's Minima theme, with really only minor template and CSS overrides on my part.
+
+A basic structure is now in place. Some pages however will remain "Under Construction" until I port old assets across. Some of these I am recapturing and editing down to a more suitable scale, which all takes time.
+
+So that I don't get lost in the weeds of website maintenance again, I intend to queue issues in a Kanban and address them in Sunday sprints. Tending to my website on occasion much like one would tend to their garden. A recreational side hobby, and not the thing which dominates my attention.
diff --git a/about.markdown b/about.markdown
new file mode 100644
index 0000000..2115f2b
--- /dev/null
+++ b/about.markdown
@@ -0,0 +1,9 @@
+---
+layout: page
+title: About
+permalink: /about/
+is_page: true
+exclude_from_output: true
+---
+
+Under Construction!!
\ No newline at end of file
diff --git a/assets/css/stevepdp.css b/assets/css/stevepdp.css
new file mode 100644
index 0000000..3e50ad3
--- /dev/null
+++ b/assets/css/stevepdp.css
@@ -0,0 +1,370 @@
+/**
+ * Minima tweaks for stevepdp.dev
+ * Copyright (C) 2024 Stephen Pearce
+ */
+::selection {
+ background-color: #5c636d;
+ color: #fff;
+}
+::-moz-selection {
+ background-color: #5c636d;
+ color: #fff;
+}
+*,
+*:before,
+*:after {
+ box-sizing: border-box;
+}
+.sr-only {
+ position: absolute;
+ height: 0;
+ width: 0;
+ overflow: hidden;
+}
+body {
+ color: #5c636d;
+ font-family: "Segoe UI", Tahoma, Geneva, Verdana, sans-serif;
+ font-weight: 400;
+ font-size: 16px;
+ line-height: normal;
+}
+h1, h2, h3, h4, h5, h6, p, blockquote, pre, ul, ol, dl, figure, .highlight, .post-header, .footer-col {
+ margin-bottom: 24px;
+}
+pre,
+code {
+ background-color: #f4f4f4;
+ border-color: transparent;
+ border-radius: 0;
+}
+pre {
+ tab-size: 4;
+}
+table {
+ border-color: #f4f4f4;
+ margin-bottom: 32px;
+}
+table th, table td {
+ padding: 8px 16px;
+}
+table tr:nth-child(even) {
+ background-color: #f4f4f4;
+}
+ul,
+ol {
+ margin-left: 32px;
+}
+a,
+a:visited {
+ color: #5c636d;
+ text-decoration: underline;
+}
+.site-header {
+ border-top: none;
+ min-height: auto;
+}
+.site-header h1 {
+ display: inline;
+}
+.site-nav {
+ line-height: normal;
+ top: 13px;
+}
+.site-nav .page-link {
+ color: #5c636d;
+ text-decoration: none;
+}
+.site-title {
+ display: inline-block;
+ font-size: 16px;
+ font-weight: 700;
+ letter-spacing: normal;
+ line-height: 1;
+ padding: 24px 0;
+ text-decoration: none;
+}
+.site-title,
+.site-title:visited {
+ color: #5c636d;
+}
+.page-content {
+ padding: 48px 0;
+}
+.post-list-wrap ~ .post-list-wrap {
+ margin-top: 48px;
+}
+.post-title {
+ font-size: 24px;
+ margin-bottom: 8px;
+}
+.post-link,
+.post-list .game .title,
+.post-list .game .year {
+ font-size: 16px;
+}
+.post-title,
+.post-list-heading {
+ font-size: 24px;
+ letter-spacing: normal;
+}
+.post-list-heading {
+ display: inline-block;
+}
+.post-list-heading,
+.post-title,
+.post-list h2,
+.post-list h3 {
+ line-height: normal;
+}
+.post-list h3 a {
+ display: inline-block;
+}
+.post-list > li {
+ margin-bottom: 32px;
+}
+.post-list .game {
+ min-height: 75px;
+ margin-bottom: 16px;
+ padding-left: calc(75px + 16px);
+ position: relative;
+}
+.post-list .thumb {
+ position: absolute;
+ left: 0;
+ top: 0;
+}
+.post-list .game .thumb,
+.post-list .game .title,
+.post-list .game .abstract,
+.post-list .game .comment {
+ display: block;
+ margin: 0;
+}
+.post-list .game .title {
+ display: inline-block;
+}
+.post-list .game .title,
+.post-list .game .year,
+.post-list .game .abstract,
+.post-list .game .comment {
+ line-height: 24px;
+}
+.post-list .game .comment:before {
+ content: "// ";
+}
+.post-content {
+ margin-bottom: 32px;
+}
+.post-content h2 {
+ font-size: 22px;
+}
+.post-content h3 {
+ font-size: 20px;
+}
+.post-content h4 {
+ font-size: 18px;
+}
+.video {
+ display: block;
+ margin: 0 0 24px;
+ max-width: 640px;
+ width: 100%;
+}
+.wrapper {
+ padding-right: 16px;
+ padding-left: 16px;
+}
+.site-footer {
+ font-size: 14px;
+}
+.site-footer ul {
+ list-style: none;
+ margin: 14px 0 0 0;
+}
+.site-footer ul li {
+ margin: 0;
+}
+.copyright {
+ font-size: 16px;
+}
+
+@media only screen and (min-width: 320px) {
+
+ .site-title {
+ font-size: 18px;
+ padding: 23px 0;
+ }
+}
+
+@media only screen and (min-width: 375px) {
+
+ .site-title {
+ font-size: 22px;
+ padding: 21px 0;
+ }
+ .game table td:first-of-type {
+ width: 33.33%;
+ }
+}
+
+@media only screen and (min-width: 601px) {
+
+ a:hover {
+ text-decoration: none;
+ }
+ .site-title:hover {
+ text-decoration: underline;
+ }
+ .site-nav .page-link {
+ display: inline-block;
+ line-height: 1;
+ padding: 24px 16px;
+ margin: 0;
+ text-decoration: underline;
+ }
+ .site-nav .page-link:hover {
+ text-decoration: none;
+ }
+ .site-nav .page-link:not(:last-child) {
+ margin: 0;
+ }
+ .trigger {
+ margin-right: -16px;
+ }
+}
+
+@media only screen and (min-width: 700px) {
+
+ .wrapper {
+ padding-left: 0;
+ padding-right: 0;
+ max-width: calc(640px);
+ }
+}
+
+@media only screen and (min-height: 720px) and (min-width: 1180px) {
+
+ .clearfix:after {
+ content: "";
+ clear: both;
+ display: table;
+ }
+ .wrapper {
+ max-width: calc(1024px - (32px * 2));
+ padding: 0;
+ }
+ .game .page-content .wrapper {
+ margin: 0 auto;
+ max-width: 640px;
+ width: 640px;
+ }
+ .page .page-content .wrapper,
+ .archive .page-content .wrapper,
+ .post .page-content .wrapper {
+ margin: 0 auto;
+ max-width: none;
+ width: 72ch;
+ }
+ .site-header > .wrapper {
+ padding: 64px 0;
+ }
+ .site-header .page-link {
+ padding: 24px;
+ }
+ .site-title {
+ font-size: 26px;
+ padding: 19px 0;
+ }
+ .trigger {
+ margin-right: -24px;
+ }
+ .page-content {
+ padding: 64px 0;
+ }
+ .post-list-wrap ~ .post-list-wrap {
+ margin-top: 64px;
+ }
+ .post-list .game {
+ float: left;
+ padding-right: 16px;
+ width: 50%;
+ }
+ .site-footer {
+ font-size: 16px;
+ padding: 64px 0;
+ text-align: center;
+ }
+
+}
+
+@media only screen and (prefers-color-scheme: dark) {
+
+ ::selection {
+ background-color: #beb9b0;
+ color: #191b1c;
+ }
+ ::-moz-selection {
+ background-color: #beb9b0;
+ color: #191b1c;
+ }
+ body {
+ background-color: #191b1c;
+ color: #beb9b0;
+ }
+ pre,
+ code {
+ background-color: #1d1f20;
+ border-color: #363b3d;
+ }
+ table {
+ border-color: #beb9b0;
+ color: #beb9b0;
+ }
+ table th, table td {
+ border-color: #363b3d;
+ }
+ table tr:nth-child(even) {
+ background-color: #1d1f20;
+ }
+ a,
+ a:hover,
+ a:visited {
+ color: #beb9b0;
+ }
+ .site-header {
+ border-bottom-color: #363b3d;
+ }
+ .site-title,
+ .site-title:visited {
+ color: #beb9b0;
+ }
+ .site-nav .page-link {
+ color: #dddad6;
+ }
+ .site-nav {
+ background-color: #191b1c;
+ border-color: #424242;
+ }
+ .site-nav .menu-icon > svg {
+ fill: #beb9b0;
+ }
+ .site-nav .page-link {
+ color: #beb9b0;
+ }
+ .post-meta {
+ color: #999083;
+ }
+ .highlight {
+ background-image: initial;
+ background-color: #181a1b;
+ }
+ .site-footer {
+ border-top-color: #363b3d;
+ }
+ .footer-col-wrapper {
+ color: #999083;
+ }
+ .svg-icon {
+ color: #999083;
+ }
+}
\ No newline at end of file
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+
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+---
+layout: archives
+title: Blog
+permalink: /blog/
+is_archive: true
+---
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+---
+# Feel free to add content and custom Front Matter to this file.
+# To modify the layout, see https://jekyllrb.com/docs/themes/#overriding-theme-defaults
+
+layout: home
+has_cta: false
+is_home: true
+---
\ No newline at end of file
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+
+
+
+
+
+
+
+
+
Rad Rocket - Privacy Policy
+
+
"Do unto others as you would have them do unto you" or so the saying goes...
+
+
I care about privacy. So much so infact that I have zero interest in collecting data in any game that I release in a personal capacity. As such, Rad Rocket does not ask for any device permissions and there are no cookies, trackers or forms with which you might submit information.
+
+
Rad Rocket was developed in the GameMaker Studio 2 game engine and it is offered for free with no in-app purchases or other means of monetisation. Every effort has been made to ensure that analytics and bug reporting features have been disabled prior to building.
+
+
I offer a public email address voluntarily on the app listing with the purpose of receiving Rad Rocket-related queries. By sending email to this address, you volunteer your own email address and any other information included in the email you send.
+
+
There are no clickable links to external websites within the app.
+
+
If you have any questions regarding this policy, please reach out to me at hello@stevepdp.dev.
+
+