Available for thoughtful collaboration

Interactive Software Developer & Technical Designer

I build human-centered interactive technology at the intersection of software, creativity, meaning, and immersive experiences.

Across AI, games, full-stack products, and XR, I turn ideas into experiences people can explore, feel, and use.

Luke Robell

Where ideas become experiences.

01

AI + Product Systems

AI workflows, RAG, full-stack applications, data, and the product judgment to make them useful.

02

Interactive Games + Technical Design

Game systems, gameplay loops, Unity, Unreal exploration, and fast interactive prototypes.

03

XR + Immersive Experiences

A Black Box VR foundation and a growing practice in spatial interaction and immersive design.

04

Human Meaning + Experience Design

Design insight drawn from education, gaming culture, community, accessibility, motivation, and connection.

Designed to connect. Built to ship.

Products and prototypes where interaction design, technical ownership, and a clear human need meet.

IRL Guilds icon
Community product · In progress

IRL Guilds

A guild-first, location-aware route from online community to local connection.

The belonging counterpart to IRL MMO. It is designed to help communities gather around shared interests, with privacy and safety considered from the start—18+ access and city-level location fuzzing, not precise tracking.

Role
Product direction, interaction and community design
Systems
Guilds, events, location-aware discovery, privacy model
Outcome
Make it easier for online tribes to become real local connection
In development
Interactive / XR flagship

Future Unreal + VR Work

An emerging flagship for meaningful immersive interaction.

I’m expanding from AI-guided products and Unity prototyping into Unreal, technical design, and VR/XR. The focus is honest experimentation: learning the tools, designing the interaction, and shaping experiences people can inhabit—not claiming a finished project before it exists.

Direction
Unreal, VR/XR, spatial interaction, technical design
Question
How can immersive play make an experience feel more alive?
Open-source full-stack product · Past project

osu!friends

A community and rival-matching platform for rhythm game players.

Built and shipped as a full-stack product with player discovery, OAuth, multiplayer lobby discovery, rivalry and tournament systems, bot notifications, and creator-facing streaming tools. It remains a live demo and open-source record of the build.

Role
Co-founder, sole engineer, product owner
Stack
Next.js, TypeScript, Prisma, Supabase, OAuth, Vercel Cron
Outcome
Help competitive players find rivals and ways to play together

Also: published writing and creative systems work — read Be Yourself · SEEKER on WEBTOON ↗ · SEEKER studio handbook ↗

Experiences people can inhabit.

“My first role in tech was at Black Box VR, where I saw that interactive experiences can make difficult real-world action feel meaningful, motivating, and even fun.”

That experience set a direction: design things people can inhabit, not merely consume. My background in applied psychology, gaming culture, education, and community gives me empathy and design insight—not a claim to provide clinical treatment.

The craft behind the experience.

Self-taught through real product work, with a practical bias toward systems that earn their complexity.

AI systems

RAG, prompt architecture, evaluation, knowledge-base curation, structured output, and AI workflows.

Full-stack products

Next.js, TypeScript, React, Supabase, PostgreSQL, APIs, auth, deployment, and product iteration.

Interactive technology

Unity, C#, game systems, gameplay loops, technical design, with Unreal actively in development.

Human-centered design

Education, behavioral support, gaming community, accessible communication, and cross-cultural collaboration.

Understand a human need design the interaction build the system test and iterate make the experience feel alive.

Let's make something helpful.

Open to interactive software and technical design, AI product engineering, game systems and gameplay tools, XR / immersive prototyping, human-centered technology, and freelance or contract work.