I'm Maxwell. By day I'm a technician at a managed IT provider in New Jersey, keeping law firms and courtrooms running, and I run IT for my family's tree service business on the side.
The rest of the time I build things, mostly to find out whether they can be built: game-engine experiments in C++, small Windows apps in C#, an Arch-based gaming distro, web platforms, and local AI. I like projects that cross boundaries, from rendering one GTA world inside another to making a useful desktop tool fit in a single small executable.
Start here: Explore my portfolio · Browse my projects · Try the browser tools
What I build
Most of the source repositories linked below are private and require access. The portfolio is the public starting point for exploring my work.
| Project | What it does | Built with |
|---|---|---|
| XPort | Renders live GTA guest worlds inside San Andreas. Seamless portal traversal is still in development. | C++, Direct3D 9 |
| MaxwellOS | Personal Arch-based gaming distro with ISO build scripts and a Windows-to-VM workflow. | Arch Linux, Bash, PowerShell |
| MAX Launcher | Portable Windows game launcher with automatic discovery, artwork and controller navigation. | C#, WinForms |
| Riftfall | Co-op extraction game: gather orbs, bank upgrades and escape a collapsing island. In private playtesting. | Luau, Roblox |
| Powder Lab | Falling-sand sandbox with particle physics, material reactions and a custom software renderer. | C#, WPF |
| Paradise | Unofficial Radio Paradise player with lossless playback and a neural DJ voice. | Python, PyQt6, libVLC |
| maxwellnixon.com | Public portfolio, browser tools, live data and an arcade. | Next.js, TypeScript |
The previews use real desktop and website captures where available. The other projects have labeled illustrations; the summaries above describe their current scope. PNG copies are stored in this repository so the previews do not depend on a deployment or an external image service.
Also in the garage
- JARVIS, a Python voice assistant with a locally generated voice.
- A Tesla Autopilot mod for BeamNG, because the sim car should drive itself too.
- Mod stacks and tooling for RDR2, GTA IV, GTA V and Assetto Corsa, with backups and load-order management.
- A handheld emulation setup on a Legion Go 2, tuned emulator by emulator.
- A sim racing and VR setup: a Thrustmaster wheel and a Quest headset.
How this page is built
The header brings systems, worlds and ideas into a luminous gateway scene: beveled rims, moving depth rings, circuit traces, a wireframe world and a constellation reflected onto a perspective floor. The name has a metallic finish, dimensional edges and a slow light sweep. The typed introduction and subtle card traces share the same visual style. Motion respects your system’s reduced-motion preference, and all content stays readable with animation disabled.
No image editor was involved. profile.config.mjs holds the graphic content, and scripts/build.mjs turns it into animated SVG with zero dependencies: the starfield comes from a seeded random generator so rebuilds are reproducible, the grid is projected in code, and every card and tile is drawn from a template. scripts/brand.mjs generates the banners on my other projects in the same style. To refresh the graphics, run the generator and commit the updated files in assets/.
node scripts/build.mjs --profile-only # rebuild README graphics without a network request
node scripts/build.mjs # also refresh the optional activity and stats graphics
node scripts/export-png.mjs # export cards with an existing Sharp installationThe editable card artwork lives in scripts/project-art.mjs. Original captures are in assets/screenshots/; export-png.mjs also accepts an absolute path to an existing Sharp module. Commit the PNG exports when changing the cards. No runtime dependencies were added.
Find me
Personal projects
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IT technician building across systems, desktop apps, web platforms and games. C++ engine experiments, C# tools, an Arch-based distro and local AI. I turn curiosity into working software.







