Samuel Mac Klosky

Software Engineer

in/SamuelKloskyLinkedIn IconMacKlosky21Email Icon@gmail.comGithub Icongit/MacKlosky211

RESUME

See my projects

Projects

Rotary Engine Compression Tester

Rotary Engine Compression Tester

Arduino

C

13B Renesis

A hardware and software tool used to measure compression across individual chambers in a rotary engine for diagnostics and engine health analysis.

My RX8 was, in fact, not okay...

Rotary Engine Compression Tester

A custom Arduino-based diagnostic tool for measuring compression across individual chambers in rotary engines, providing precise health analysis for all kinds of rotary engines. This project was created from necessity when I purchased my RX8.

Rotary Engine Compression Tester

Arduino

C

13B Renesis

Goals

Rotary engines require specialized compression testing due to their unique mechanics. Each rotor has three chambers that must be measured individually, which makes standard compression testers a nightmare to use for this. The real goal of this project was to save money instead of taking my car to a dealership to do this test for me.

Technical Approach

Arduino-Nano microcontroller reads pressure sensor data in real-time during engine cranking. The data is then processed and filtered to identify peak compression values for each chamber. The system accounts for rotary-specific timing patterns.

Key Features

Real-time pressure reading during cranking, automatic chamber isolation and peak detection, comparative analysis across all chambers, and easy data presentation for ease of use. Hardware designed for easy mounting and durability in automotive environments (as long as you weld the parts together skillfully).

Mouflon.dev

Mouflon.dev

Hytale

Java

Postgres

Clickhouse

A full-stack SaaS platform built to collect, store, and visualize telemetry data from Hytale servers, designed with scalability and heavy database usage in mind. Created with my brother: @BenKlosky.com

Lots of SQL.

Mouflon.dev

A full stack telemetry and analytics SaaS for Hytale server infrastructure, built to handle high-volume gameplay data at scale. Developed collaboratively with my brother @BenKlosky.com.

Mouflon.dev

Hytale

Java

Postgres

Clickhouse

Goals

Game servers generate massive streams of telemetry such as player movements, block interactions, entity spawning, and custom events, which all require real-time capture, storage, and analysis while maintaining server stability and performance.

Technical Approach

Hybrid database architecture: PostgreSQL for web based data and transactions, ClickHouse for time-series analytics across millions of events. Custom Java plugin handles batching and processing data before storage while maintaining stability in case of server failures.

Key Features

Real-time dashboard with live data visualizations, materialized views for common queries, an aggressive caching layer, and failure handling for when the servers are overloaded.

Gladiator Arena Browser Game

Gladiator Arena Browser Game

Godot

GDscript

Blender

Adobe Substance Painter

A browser-based arena fighting game focused on momentum-driven movement and combo-based combat, created as part of a school project.

Gladiator Arena Browser Game

A browser-based arena fighting game built in Godot, featuring momentum-driven movement and combo-based combat mechanics. Created as a school project to explore game design principles.

Gladiator Arena Browser Game

Godot

GDscript

Blender

Adobe Substance Painter

Goals

Build a responsive combat system where player movement is based on momentum, with combos that reward timing and positioning. The challenge was the short amount of time I had to create the project (~1 week).

Technical Approach

Godot engine with GDScript for game logic and physics calculations. Custom 3D models created in Blender with materials textured in Adobe Substance Painter. Implemented a full state machine for combat flow and momentum system that carries velocity between moves for fluid combos.

Key Features

Physics-based momentum system where attacks effect velocity, combo chains with timing windows, arena-based combat, and browser deployment for easy accessibility. Optimized for web performance while maintaining visual quality.

Hytale Mod's Collection

Hytale Mod's Collection

Hytale

Java

A collection of Hytale mods developed to extend gameplay systems and improve server customization. Features projects such as daily login rewards, and loot boxes.

500+ users!

Hytale Mod's Collection

A collection of Hytale mods developed to extend gameplay systems and improve server customization options. Downloaded by 500+ users across the Hytale modding community, featuring systems like daily login rewards and loot boxes.

Goals

Provide server administrators with tools to enhance player engagement and retention. Each mod needed to be configurable, performant, and compatible with other mods while maintaining clean integration with Hytale's core systems.

Technical Approach

Built using Hytale's modding API with Java, using event-driven architecture for game hooks and server interactions. Implemented persistent data storage for player progress, configurable reward systems, and privileged commands for runtime adjustments. Each mod follows modular design principles for easy maintenance and updates.

Key Features

Daily login reward system with login-streak tracking, customizable loot box mechanics with weighted drop tables, extensive configuration files for server-specific tuning, and permission-based admin controls. All mods published publicly on CurseForge.

GMTK Game Jam - F.A.M

GMTK Game Jam - F.A.M

Godot

GDscript

Blender

Adobe Substance Painter

A puzzle game built in four days for the GMTK Game Jam. Created with my friend@Abarr27

I'm sorry about the 'music' I created...

GMTK Game Jam - F.A.M

A complete game built in four days for the 2025 GMTK Game Jam, focusing on a single core mechanic and rapid iteration under extreme time constraints. Developed collaboratively with my friend @Abarr27.

GMTK Game Jam - F.A.M

Godot

GDscript

Blender

Adobe Substance Painter

Goals

Create a polished, playable game within the 96-hour jam window while adhering to GMTK's theme "LOOPS". The challenge was scoping a mechanic deep enough to be interesting but simple enough to implement, test, and iterate on within the deadline.

Technical Approach

Built in Godot using GDScript for rapid prototyping and iteration. Assets created in Blender with quick texturing passes in Adobe Substance to maintain visual consistency under time pressure. Focused on core gameplay loop first, then layered polish and feedback systems as time allowed. Featuring the classic NES color palette!

Key Features

Core mechanic centered around the jam theme "LOOPS", tight gameplay loop designed for replayability, custom 3D assets, original music, and full deployment to itch.io for public play.

Stratos

Stratos

Godot

GDscript

Blender

A movement-based arena shooter featuring peer-to-peer multiplayer, built to explore fast traversal mechanics and networking fundamentals.

P2P networking included!

Stratos

A movement-based arena shooter featuring peer-to-peer multiplayer networking, built to explore fast-paced traversal mechanics and low-level networking fundamentals. Focuses on movement systems and the challenges of synchronizing game state across players.

Stratos

Godot

GDscript

Blender

Goals

Create a responsive movement system where speed and momentum are central to gameplay, while implementing P2P networking for state synchronization, and latency compensation.

Technical Approach

Built in Godot with GDScript handling both gameplay logic and networking layer. Implemented custom P2P protocol for player state synchronization, with client-side interpolation to mask latency. 3D assets modeled in Blender with focus on an iterative and modular design. Movement system uses physics based velocity calculations for responsive, momentum-driven traversal.

Key Features

Fast-paced movement mechanics with air control and momentum preservation, peer-to-peer multiplayer with automatic host migration, arena-based combat with projectile weapons.

Fair Role Distributor Discord Bot

Fair Role Distributor Discord Bot

Discord.js

JavaScript

A Discord bot that fairly distributes roles using a time based priority system.

There's a full priority system!

Fair Role Distributor Discord Bot

A Discord bot that automates role distribution using a time-based priority system, ensuring fair rotation among members competing for limited roles. Designed to eliminate bias and disputes in communities where in-game roles need to be distributed equitably.

Admittedly this project was created for the release of Marvel Rivals when role queue did not exist...

Fair Role Distributor Discord Bot

Discord.js

JavaScript

Goals

Solve the problem of manual role assignment in Discord servers where multiple members want access to limited roles whether for game slots, moderator positions, or event participation.

Technical Approach

Built with Discord.js in Node.js. The bot monitors role changes, maintains a queue system based on time since last assignment, and handles automatic rotation and filling of unfulfilled roles.

Key Features

Time-based priority queue that tracks role history per member, with automatic role rotation and filling for unwanted roles.

[email protected]

Samuel Mac Klosky

Back to Top