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firejune/README.md

Hi, I'm Joon

Frontend developer with 20+ years of experience, building games and tools with web technologies.

I enjoy collaborating with AI—from exploring ideas to building games and tools together.

What I'm working on

  • spine-parts — Character artwork and decomposed layers into rig-ready parts and Spine rig specs.
  • rigc — Declarative rig and animation specs into validated Spine skeleton data.
  • spine-html — Spine animations in the browser with a DOM-first renderer.
  • unity2spine — Unity 2D rigged assets converted to Spine data.

Blosharper: Battle of Blossoms

My roguelike deckbuilder based on Hwatu, Korean flower cards. Built with TypeScript, DOM, and CSS, packaged with Electron, and developed alongside AI agents.

Available on Steam Early Access →

Other projects: byteguard · headerless · jandi


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  1. spine-parts spine-parts Public

    AI-authored Spine 2D character parts from one painting: See-through layers assembled into rig-ready PNGs and a weighted-mesh rig spec that spine-rigc compiles and verifies before anything is written.

    TypeScript 2

  2. rigc rigc Public

    AI-authored Spine 2D rigging and animation, verified before it is written. rigc compiles a rig spec into Spine 4.3 skeleton data, round-trips it through spine-core and named assertions, and emits n…

    TypeScript 11 2

  3. spine-html spine-html Public

    Spine skeletal animation rendered as plain DOM — one CSS matrix per slot, no canvas for the rigid tier

    TypeScript 3

  4. unity2spine unity2spine Public

    Convert Unity 2D rigged AssetBundles to Spine 3.8 skeleton data with GUI, Web viewer, and GIF exporter

    Python 1

  5. headerless headerless Public

    Strips format-defining header fields from binary assets at build time. Not encryption, not DRM.

    TypeScript 2

  6. byteguard byteguard Public

    Vite plugin that encodes JS bundles into binary format for casual source code protection

    TypeScript 1