Studio Alterna

A personal archive for software, games, and everything I build in between

Studio Alterna is where I publish as Alanta Alterna — profile, project showroom, and tools I host myself. Games, utilities, and community sites all live here under one name.

Explore

Below are some highlighted projects — click a tile to see more.

The archive

Browse by category or read spotlights on work that does not fit a single project page.

  • Software & tools

    Most of what I publish under Studio Alterna is software in the practical sense — web apps, small utilities, and scripts that exist because something in daily work was tedious or fragile. I like tools that stay out of the way once they work: resize images before deploy, batch-fetch media without ad-heavy converters, or turn a messy paste from a website into something a database will accept. The through-line is not novelty for its own sake, but making a recurring annoyance disappear.

    Quizzit, the image optimiser, and the planned media batch downloader sit here alongside older experiments like the web insert scraper and a Binance bot that never shipped but taught me plenty about data. Browse this shelf when you want the more traditional IT side of the archive — things you can run, host, or download.

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  • Games

    Games are the long horizon and the playground at once. Enigma Eternal is the flagship — an action-adventure RPG with a massive responsive story my partner and I are building in Godot, with lore and design work often ahead of the code. Around it sit smaller experiments: Openbox as an open Jackbox-like party platform, a co-op raid proof of concept inspired by FFXIV, and even the hidden mini game buried in our free company website.

    I treat game projects as places to try systems before they need to carry a full release — combat feel, networking, narrative structure — without pretending every idea will ship on a deadline. If you care about world-building, mechanics, or how a hobby project stays alive for years, this is the band to read.

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  • Design & UI

    The look of alterna.studio did not start as a website theme. It grew out of the UI language we were shaping for Enigma Eternal — cool slate panels, pale gold accents, diamond motifs — and I liked it enough to build this entire site in the same spirit. That choice turned into a deliberate side quest: document the rules properly, then export them as something reusable on other stacks.

    The design language spec and Alterna web design kit live here — one stack-agnostic, one Tailwind-friendly. Together they are how I keep new projects from spending weeks on typography and chrome before the actual product work begins. Browse here if you care about how the archive looks, not only what it contains.

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  • Hosted & homelab

    Several projects are not just built — they run on hardware I control. This site, the FC website, and Quizzit are live today; others on the roadmap (self-hosted Git, Epic Lore for game-scale binaries, private file sharing) are about moving creative work off rented platforms and onto infrastructure I can reason about end to end.

    The homelab angle is intentional: backups, auth-gated services, and room for repos that mix code with large assets. I am not trying to replicate a public SaaS — these are shortcuts and homes for people who already have access. Browse here for what is hosted now and what is planned to land behind login when it is ready.

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  • 3D printing & modelling

    Not everything I make fits a repo README. A fair amount of my making happens in Blender, on the print bed, or with a soldering iron — the same curiosity that drives software, applied to physical objects. Game meshes become printable parts; costume and prop builds; broken plastic gets a replacement instead of a bin trip.

    The BOTW Guardian on my desk is the showpiece — extracted geometry reworked by hand, printed, wired, and animated with Arduino — but AZEM is the ongoing thread: turning FFXIV character creator pieces into figurines for friends, wrestling with solidify, clipping, and slicers that panic at too much detail. These stories do not always need their own project page; they still belong in the picture of what I actually spend time on.

  • Oldtimer restoration

    Away from the keyboard I maintain a sporty 80s car — less a showpiece, more a long-term relationship with something mechanical that rewards patience. Diagnosis before parts, repair before replace, and the satisfaction of understanding why a starter misbehaves instead of swapping it and hoping. It is the same instinct I bring to legacy codebases: care, documentation in my head, and respect for systems that still have miles left.

    Restoration work does not ship as a download, but it grounds the rest of the archive. Building something that has to start on a cold morning teaches a different kind of debugging than TypeScript ever will — and it reminds me that the best projects, digital or otherwise, are the ones you keep functional because you chose to, not because a vendor still supports them.