riggs.

DEVELOPER & CREATOR / GERMANY

Hi. I'm Riggs.
I build worlds.

Most of my time goes into Marauth and Project: Resilience.
I also make tools for the problems I run into along the way.

Explore my work

MY MAIN FOCUS

A world and its foundation.

These are the two projects I spend
most of my time working on.

01

THE EXPERIENCE

Project: Resilience

With Resilience, I’m working toward the kind of Half-Life 2 roleplay experience I want to play myself. Atmosphere matters to me, but so do the systems underneath it. A stronger resistance experience and deliberate balancing are a big part of that.

HL2RPWorldbuildingGameplay systems
Visit project website
02

THE FRAMEWORK / PRIVATE SOURCE

Marauth

Marauth is where I build the systems Resilience needs. Characters, inventories, networking, progression, crafting, and interfaces all live here. I spend a lot of time making those pieces work together.

Lua / GLuaSQLite / MySQLModular architecture
Explore the documentation
CHARACTERS

Persistent identities

INVENTORY

Spatial item systems

SCHEMAS

One core, distinct worlds

TOOLKIT

Shared UI & services

BEHIND THE SCENES

A little more behind the scenes.

Some of my work lives in private repositories.
Here’s what I can show you about it.

PRIVATE PROJECT / COMMUNITY PLATFORM

Resilience Platform

I’m building this to connect the parts of Resilience that live outside the game. The web panel, Discord gateway, and background worker bring community operations together with the server.

  • Public pages and administration tools
  • Shared data and game integration
  • Scheduled jobs and uptime monitoring
Next.jsTypeScriptPrismaMySQL
How the pieces connect

A shared database supports the web panel, gateway, and worker. A Lua relay links the Garry’s Mod server to the platform, bringing community operations and in-game systems into one ecosystem.

PRIVATE PROJECT / DISCOVERY TOOL

Helix Plugin Center

Helix plugins are scattered across GitHub, so I’m making a place to find them more easily. The catalog collects public plugins and makes them searchable, with installation information alongside them.

  • Fuzzy search and category filters
  • Plugin details and installation information
  • Optional reviews, favorites, and collections
Next.jsReactSupabaseGitHub discovery
Inside the project

A crawler builds a static plugin index, so basic browsing does not depend on a database. The optional social layer uses GitHub sign-in and Supabase. This is an independent community project, not an official Helix service.

MORE THINGS I MAKE

From my workshop.

A few other things I’ve worked on.
Some games, some tools, some experiments.

GAME DEVELOPMENT / LUA

Lambda Wars

My take on bringing Half-Life 2 strategy into Garry’s Mod. I work on base building, resource management, and battles between the Rebels and Combine as part of this community-driven RTS gamemode.

Garry’s ModReal-time strategyWorldbuilding
Explore the project
Infantry and towering Striders in a Lambda Wars battle

ASSET PIPELINES / PYTHON

Source 2 Porting Kit

I made this to spend less time repeating the same asset conversion steps. It brings together model, material, texture, and audio tools for moving Source 2 assets into Source 1.

PySide6Flet rebuildSource 1 + 2
Inside the toolkit

The repository includes a released PySide6 generation and a Flet rebuild in development. Tools cover GLTF-to-SMD conversion, VMAT-to-VMT materials, soundscapes, and ragdoll preparation.

View repository

FRAMEWORK ARCHITECTURE / LUA

Parallax

A roleplay framework I’ve worked on with bloodycop6385. We separate the shared systems from the schemas, so characters, items, factions, and networking can support different games.

GLuaModular systemsAPI documentation
Architecture & collaboration

Optional modules extend a common runtime. Handwritten manuals and generated API documentation support schema authors. The project credits Riggs and bloodycop6385 as original holders.

View repository

ASSET EXPLORATION / PYTHON + WEB

HL2 RTX Asset Browser

I built this to look through Half-Life 2 RTX assets locally. I can preview meshes, textures, animations, and audio, then export the files I need without converting everything up front.

OpenUSDBlenderglTF / GLB
Designed around the workflow

Conversions happen when an asset is selected or exported. Mesh previews support orbit, pan, wireframe, and available animations. The source game installation stays read-only.

View repository

MAPMAKER TOOLS / PYTHON

Combine Logo Studio

I wanted an easier way to make Half-Life 2 city emblems. This editor lets me adjust the shapes and colors, then export a PNG or SVG for a map or material.

FletPillowPNG / SVG
See the editorCombine Logo Studio with a city emblem canvas and editing controls

Includes City 17 and City 10 presets, undo history, project files, and a shared scene description for consistent exports. The repository identifies the tool as AI-assisted.

View repository
Riggs' redesigned Helix main menu inside Garry's Mod

GAME INTERFACES / GLUA

Riggs Helix Plugins

A collection of my Helix plugins. I’ve worked on menus, character creation, inventories, and settings, with a lot of attention going into how those interfaces feel in-game.

HelixInterface designOpen source
Explore the collection

BACK IN HAMMER

I make maps, too.

Sometimes I’m writing systems.
Sometimes I’m rebuilding a street.

MAP EDITING / SOURCE ENGINE

City 17, after the uprising.

For GM_City17_Aftermath, I reworked a City 17 map to imagine it during Episode 2. It followed my Episode 1 edit, with damage and atmosphere carrying the story forward. Alien31 made the base map; my work is the modifications and development.

See the Workshop page

MAPPING TOOLS / GLUA

Less placing. More making.

I’ve made navmesh tools for placing AI nodes, environmental clutter, and player spawns in Hammer. They give me a starting pass I can refine, instead of placing every object by hand.

Navmesh Junk Mapper
Navmesh Spawn Mapper

Some of my map work is built for a server to make its own. In City 17 Futuristic, developers can add commands for the district gates, while navigation meshes are generated separately.

Browse more of my map work

A LITTLE ABOUT ME

Curious by nature.

I’m Riggs, and I’m based in Germany. I like making things for games, whether that’s a framework, a map, an interface, or a tool that makes the work a little easier.

Marauth and Project: Resilience are my main focus right now. I spend a lot of time in Garry’s Mod and the Source Engine, writing Lua and working with maps, models, materials, and interfaces. When I run into a repetitive workflow, I often end up making a Python tool for it. The web projects grew out of the same habit: I needed something, so I started building it.

When I’m not building something, I’m usually playing something. An FPS, a horror game, or co-op chaos with friends. I’ve been playing Garry’s Mod since 2012, so it’s been part of my life for a while.

Systems

Lua / GLua · modular architecture · networking · event systems

Tooling

Python · TypeScript · Next.js · PySide6 · Flet · automation

Worlds

Source Engine · Hammer · Blender · Substance Painter · materials

ALONG THE WAY

A few chapters.

Looking back at some of the projects
that brought me here.

SAY HELLO

Let’s make a connection.

You can find my code on GitHub, or say hello on Discord.

GitHubYouTubeSteam