Credits
Everything on this site that someone else made — art, type, sound, and the code libraries the projects are built on. Each entry was read out of that project's own credits file or the licence shipped inside the addon itself; anything unattributed here is unattributed because it was checked and found to be mine, not because it was skipped.
This site
Pirata One — Rodrigo Fuenzalida & Nicolas Massi
The wordmark — Maram's name, and nothing else
Bungee — David Jonathan Ross
Every uppercase label, section header and card title
Space Grotesk — Florian Karsten
Headlines, card copy and body text
Atkinson Hyperlegible
Small text and figures, drawn by the Braille Institute for legibility at small sizes
Peaberry — emhuo
The island game's pixel type
Art With Flo
The two landscape studies on the postcard wall, worked from their tutorials
The photographs, the ambient score and the studio work on the postcard wall — the wordmark, the brush lettering, the mandala and both studies — are mine, drawn in Procreate; the score composed in Ableton Live. Location data is stripped from every published photograph.
Valewood
Pixelwood Valley, its Icon Pack, its UI Expansion and Health & Stamina — Gowl
Tiles, buildings, characters, portraits, item icons, the UI, the hearts and the stamina bar
Gowl
The VaultUI typeface the whole game is set in
Frogpack and Turtlepack — SeethingSwarm
The frog and the turtle on the lake's south bank
Fishing Icon Pack — Hollow Dolphin
The fishing rod and every fish in the catch journal
Case Portman Audio
Most sound effects
TomMusic
Further sound effects
SwishSwoosh, from GameDev.tv
The sword swishes
Maram
“Lurelin”, the title music
Maram with Claude Code
“Ancient Mine”, the music in the mine
The world, the systems, the puzzle design and the playtesting are mine. The GDScript is written with Claude Code under my direction and review rather than hand-authored, and four pieces of art in it — the boots, the backpack, the carved stairs and the opened chest — were drawn by Claude Code through Aseprite rather than by a person or by an asset pack. The game's own credits page says both. Every pack above ships no licence file except Case Portman's and GameDev.tv's; the rest were read off each pack's itch page and quoted verbatim next to the art in the game's repo.
Mario's Archipelago (the retired hub world)
Pixelwood — Gowl
Tiles, buildings, characters, portraits, item icons, the toolbar and the health bar
Ninja Adventure Asset Pack — Pixel-Boy & AAA
The dodge dust and the archer's arrow
Tiny Swords — Pixel Frog
The goblin hut on the War Island
The world design, the systems and the soundtrack are mine — the score composed in Ableton Live. The code is written with Claude Code under my direction and review rather than hand-authored, and I would rather say so than let a portfolio imply otherwise. No AI-generated art appears anywhere in it.
Tidekeeper
SeethingSwarm
The axolotl
SeethingSwarm
The frog, turtle, otter and dragonfly
Smolque — Pixel Fish Pack
The fish
Jimmy D. Journey
The oil barrels
Helton Yan
Sound effects
TomMusic — Free Fantasy SFX Pack
Sound effects
SwishSwoosh — Cute UI & Interact pack
UI and interaction sound
Lilita One · Maven Pro · Rubik
Type
The world, the level design and the writing are mine, and the water and sky are shaders written for it.
Volta do Mar
Synty Studios — POLYGON series
Most of the environment and characters — the pirates, the tropical jungle, and the Elven Realms, Explorers, Fantasy Village and Nature Biomes kits
Quaternius — Pirate Kit
The pirate ship, its damaged states, and the dock kit
KayKit — Kay Lousberg
The skeleton rogue
Kenney — Watercraft kit
The small sailing boat
Tessa Avery · Achal Pandey
The FFT ocean
Terrain3D — Cory Petkovsek, Roope Palmroos and contributors
The terrain system the islands are built on
AI-generated — written by Google Gemini, kept as project tooling
The heightmap splitter
Sailing and wind physics, weather, currents, tides and the living-water ecology are my design, and the toon water is a shader written over the FFT simulation credited above rather than a replacement for it.
Spall
SICS Games — TOON series
Arena props and environment
Voxel Destruction — Terabase Studios
The voxel destruction engine the cover is built on
Cover as a resource you spend is my design: which weapons erode what, how fast a wall stops being shelter, the arena layouts built around that, and the bots. The voxel destruction engine doing the carving is Terabase Studios' addon above.
Flight of the Hummingbird
Omabuarts Studio — Quirky Series
The hummingbird and the turtle mentor
SICS Games — TOON series
The world, its environment and props
Synty Studios — POLYGON series
Character and environment kits, where used
Kenney — Particle Pack
Particle textures
GameBurp — 2000 Game Sound FX Collection
The bloom chime, sight swell, section bells, dash whoosh and completion bells
Case Portman Audio — Cute & Cozy UI
Menu confirm and highlight sounds
TomMusic — Free Fantasy SFX Pack
The forest and sea ambience beds
Polar_34 — Ambient Sound Effects
Ambient birds, wind and leaves
More Mountains — Feel
Screen shake, springs and the feedback system
Alexander Ameye — Linework Lite
Outlines
The nectar chain, the pollination loop, the flight tuning and the playtesting are mine. The C# is written with Claude Code under my direction and review rather than hand-authored, and the world was laid out with Bezi, an AI agent inside Unity — the game's own CREDITS.md says both. The wing hum is not a recording; it is generated in code.
Bannerfall
Tiny Swords — Pixel Frog
Units, buildings, terrain, UI and effects
Lane pathing, three-tier elevation, hero abilities and the data-driven faction economy are mine.
Burning Bridges
KayKit — Kay Lousberg
All 3D art
The grid and crossing systems, the wisp's movement and dash, the brazier and toll logic, Charon's Ledger and the original soundtrack are mine.
Koma — Super Spinning Top
Chakra Petch — Cadson Demak
Headers, buttons and HUD type
Rajdhani — Indian Type Foundry
Body and instructional type
SwishSwoosh — Cute UI & Interact pack
UI and interaction sound
TomMusic — Free Fantasy SFX Pack
The strike clang
BinbunVFX — UltimateToon
The cel shader and the impact effects
AI-generated — DALL·E concepts, modelled in Blender
The spinning-top models
The arena, stadium, Wheel of Destiny, HUD, particles and the cel look are procedural code and shaders; the battle and title themes I composed in Ableton Live. The tops are listed here for the same reason they were disclosed on the jam submission: AI-generated art is never presented as my own work.
The Successors
Card art — mine
No screenshot of the build is used anywhere on this site — its backgrounds and sprites are AI-assisted. The card is a typographic plate built from the project's own palette and its own font files.
Written from the primary sources. Design and writing are mine.