
Minecraft Client Mods
A growing collection of Fabric utilities and creative tools built around real player friction: in-game maps, cleaner interfaces, building workflows, entity tracking, and faster villager trading.
Problem
Everyday Minecraft play exposed recurring client-side friction: external maps broke immersion, server formatting cluttered interfaces, builders lacked controlled variation tools, and vanilla trading made large offer sets slow to scan and repeat.
Solution
Built a family of focused Fabric mods including Agonia Atlas, Cape Over Elytra, Entity Tracker HUD, Map Face, Palette Placer, Tab Cleanup, Tree Forge, and Villager Trading Helper. Each tool isolates one workflow, adds a compact interface or HUD, persists local settings, and avoids requiring server installation wherever possible.
Role
Independent product designer and developer responsible for identifying problems through play, defining each feature slice, implementing Java/Fabric integrations, designing UI and artwork, testing across versions, publishing releases, and iterating from player feedback.
Outcomes
Several mods were published across Modrinth and CurseForge, with Agonia Atlas producing the clearest visibility boost. June and July became a rapid shipping cycle of new utilities, backports, forward ports, listing improvements, and real download feedback from two storefronts.
Lessons Learned
- Small utilities are strongest when they begin with a problem I repeatedly experience in play rather than a speculative feature list.
- Publishing early created fast feedback loops around compatibility, discoverability, screenshots, and which tools players actually downloaded.
- Supporting multiple Minecraft versions and storefronts made release automation and disciplined metadata as important as the feature code.
- A bounded side-lab can produce energy and proof of skill, but it still needs scope limits so rapid experiments do not displace the main project.