Zlex
work with me

Zlex: I build Minecraft mods.

I build Minecraft mods for people. Mostly minigames, mostly for big YouTubers, but really whatever someone needs made. If you’ve got something in mind, let’s build it.

about

cat about.md

I’m Zlex. I build Minecraft mods for people. It started with one Fabric mod for a creator’s server and never really stopped. These days it’s mostly minigames for big YouTubers. I built the engine that runs under most of them, and I handle a lot of the design and server work too.

The work I care about is the part players never see. A round that starts clean, a reconnect that just works, a server that holds up on a busy night. Get the invisible stuff right and the game feels effortless. Get it wrong and nothing else matters.

I don’t stop at the code, though. I design how the games actually play, and I’ve led the staff team that keeps a live server healthy. The unglamorous stuff is usually where the real work hides.

the engine/

The framework underneath.

Every minigame ends up re-solving the same problems: isolated worlds per match, lobbies, UI in the world, spectators, reconnects. I got tired of rewriting them, so I built one engine that handles all of it. Conduit is the second version. I tore down my first attempt once I knew what actually mattered.

v2 · the rewrite

Conduit

The framework every game I ship runs on

shipping explore the engine conduit.zlex.me

Eight modules, so a game only pulls in what it needs. The piece I’m proudest of is UI you can see in the world: real menus, labels, and 3D displays, rendered by a small client mod, with a plain chat fallback for vanilla players who don’t have it. Under that sits the quiet machinery that keeps a match from falling apart.

  • A fresh world per match, built and torn down on the fly, so games never collide
  • Reconnect that survives a crash mid-match without losing the round
  • Unlimited concurrent matches; instances spin up and tear down on demand
  • Ports to a new Minecraft version in days, not weeks
FabricJava 25Minecraft 26.1.2

work/

A few I’ve shipped.

all 14 projects

Drop-in mods, mostly. Run them on a server as-is, or tell me what to change.

  • pad-party.game shipped

    My party-game mod, live on Modrinth

    Pad Party is the one I actually publish. A party-game pack you drop onto a server and play with friends. It’s where my favourite modes live, and I’m rebuilding its lineup around the three that land best: Simon Says, Red Light Green Light, and Hot Potato.

    ModrinthFabricConduitJava
  • sabocraft.game shipped

    Find the saboteur

    My first crack at Among Us in Minecraft, and it shipped. Up to ten players, one hidden saboteur, emergency meetings, and votes. The trick was hiding everything that gives the game away, like death messages and advancements, so nobody can metagame who died.

    FabricConduitMC 26.1.2Java
  • block-shuffle.game shipped

    Find your block before the timer dies

    Command-driven elimination game. Each round you get a random block target. Stand on it before time runs out or you’re out. Last player standing wins. Drops into any Fabric server; no lobbies, no custom dimensions.

    FabricConduitMC 26.1.2Command UI
  • potion-shuffle.game shipped

    Get the effect, any way you can

    Sibling to Block Shuffle. Each round assigns a random potion effect. Get it on yourself any way you can before time expires, or you’re out. Last standing wins. Drop-in, no config files.

    FabricConduitMC 26.1.2Command UI
  • sprint-race.game shipped

    A 60-block foot race, built on the fly

    A foot race for 4 to 10 players. Queue at the hub, drop into a 60-block arena the server generates on the spot, and sprint to the line. Top three get the podium and the leaderboard sticks around after a restart. This was an early one. I built it on the first version of the engine to figure out how the whole match loop should feel.

    FabricJavaPersistence
  • pillars.game shipped

    Last one off the void wins

    Hub-and-lobby knockback game. Players stand on isolated bedrock pillars with random knockback items; last player not punched into the void wins. Concurrent lobbies spin up on demand via the engine’s instance pool, with walk-in onboarding and in-world config.

    FabricConduitHub-LobbyInstance Pool
see all 14 projects

beyond the code/

Not just the code.

Code is half of it. The other half is whether the game is actually fun, and whether the server holds together once real people are on it.

01 The math under the fun

Game & systems design

The systems that keep people playing after the novelty wears off. Economies that don’t inflate to nothing, risk-reward that stays tense, numbers that hold up once players start min-maxing them.

  • In-game economies
  • Risk-reward mechanics
  • Balancing across live servers
02 Features players remember

Content design

Coming up with the stuff players actually talk about afterwards: quests, events, and mechanics that give people a reason to log back in instead of moving on.

  • Quests & events
  • Gameplay mechanics
  • Player-engagement systems
03 Keeping live servers honest

Server management & QA

I led the staff team on live Minecraft servers and owned the whole bug pipeline: reproduce it, test it, figure out what’s actually urgent, and get it in front of the devs so it gets fixed.

  • Led the staff team
  • Owned bug tracking & triage
  • QA + dev coordination

$ connect

Got something you want built?
Let’s talk.

Discord is the fastest way to reach me. Add me (zlexo) or hop in the Conduit server and tell me what you want built. Prefer email? [email protected] works too. I read everything.

Prefer the receipts? Browse the projects or find me on GitHub.