š§ darkstar multimedia
Founder, Chief Creative Officer & Ecosystem Architect
Founder, Chief Creative Officer & Ecosystem Architect
Darkstar Multimedia is a developing creative technology ecosystem connecting media, games, storytelling, entertainment, accessibility, education, and community. It serves as the foundation for a network of ventures, platforms, original intellectual property, and interactive experiences designed to help people find one another, collaborate, create, learn, and build opportunities together.
The ecosystem grew from more than two decades of practice-based research across underground music, broadcasting, virtual worlds, performance, production, business, technology, and community-building. Active and developing ventures include Dark Star Radio, Adaptive Wrestling Entertainment, The Gambol Show, Belligerent Curse Studios, and future community-centered software, immersive learning, AI-assisted accessibility, and digital media concepts.
As Founder and CTO, I define the overall vision, system architecture, brand identity, and strategic direction of Darkstar Multimedia. My work includes developing concepts, identifying gaps between people and systems, coordinating creative and technical collaboration, designing reusable workflows, and transforming ideas into connected platforms, ventures, and experiences.
Darkstar Multimedia is not built around one universal product. It is a repeatable community architecture that allows different projects and communities to preserve their own identities while sharing infrastructure for discovery, communication, broadcasting, collaboration, learning, opportunity, and sustainable support.
Projects developed within the ecosystem follow shared principles centered on accessibility, creative ownership, ethical collaboration, independent culture, and community agency. The long-term goal is to build infrastructure that supports creators and communities without turning their attention, identities, or relationships into products.
Darkstar Multimedia is building the future of media by connecting what traditional systems keep separate.
Creative Technology and Systems Architecture
Company Vision and Ecosystem Development
Creative Direction and Brand Strategy
Community-Centered Product Design
Media Production and Broadcasting
Games, Storytelling, and Interactive Experiences
Accessibility and Inclusive Design
Technology, Software, and AI Concept Development
Production Workflows and Operational Systems
Partnership and Interdisciplinary Collaboration
Independent Media and Community Development
Practice-Based Research and Embodied Concept Design
I created companies, projects, characters, and communities to study the world from different perspectives and uncover the connections that became Darkstar Multimedia and the God Equation.
Status: Active Development
Adaptive Wrestling Entertainment originally began as a plan for a real-life wrestling federation built around the belief that Every Body Deserves a Stage. The goal was to create safer, more adaptable ways for people with different bodies, abilities, backgrounds, and experience levels to participate in wrestling entertainment.
While researching the funding, facilities, staffing, training, safety systems, and accessibility required to build the federation responsibly, I developed the AWE Story Creation Kit. The card-based system allowed participants to create wrestling-inspired characters, rivalries, factions, championships, and storylines without needing to wrestle physically or memorize an extensive rulebook.
The Story Creation Kit then evolved into a free, beginner-friendly interactive promo game. Participants create characters from randomly selected words and compete in improvised wrestling-style promo battles. There is no physical fighting. Any attempted punch, kick, or attack is resolved through rock-paper-scissors.
This gave AWE a way to demonstrate its ideas through workshops, conventions, festivals, classrooms, and community events while removing the cost and physical barriers that might prevent someone from participating. It also showed that wrestling could be explored through writing, roleplay, character development, improvisation, performance, and collaborative storytelling.
That journey revealed a much larger need.
AWE has now evolved into an interconnected platform concept serving wrestling federations, roleplay communities, creators, performers, fans, and media organizations. The platform brings communities, events, talent profiles, characters, bookings, storylines, media, and collaboration opportunities into one shared ecosystem while allowing each group to maintain its own identity and private spaces.
The original federation remains part of AWEās long-term future. The Story Creation Kit remains a foundational product, and the free promo game serves as an accessible entry point into the experience.
Together, they form different doorways into the same world:
One platform. Endless possibilities.
All Worlds. One Ecosystem.
Status: Active Development
Belligerent Curse Studios originally began as a concept for a real-world animation, VFX, film, game, and multimedia production studio under the Darkstar Multimedia umbrella.
The early vision focused on assembling creative teams to produce gritty, mythic, genre-driven intellectual property influenced by cyberpunk, urban fantasy, horror, underground culture, and immersive storytelling. I began developing the studioās identity, worldbuilding systems, production structure, creative standards, and pipelines for future animation, film, games, machinima, and visual-effects projects.
As I reflected on my experiences in animation and VFX, including collaborative virtual production environments such as Studio X, I recognized a larger problem.
Distributed creative teams are often expected to complete one production while moving between multiple disconnected systems for meetings, messages, files, dailies, project tracking, feedback, approvals, scheduling, and portfolio credits.
Belligerent Curse Studios began evolving from a traditional studio concept into the software infrastructure for a complete virtual production studio.
The new vision is a unified platform where animation, VFX, film, game, audio, and multimedia teams can meet, communicate, manage projects, review work, organize assets, and complete productions within one branded environment.
Its functions would include:
Native video and voice meetings
Production and department communication rooms
Project, sequence, scene, shot, asset, and task tracking
Dailies and live review sessions
Frame-specific and time-coded feedback
File storage, version history, and approval tracking
Scripts, storyboards, animatics, concept art, and references
Production calendars, deadlines, and milestones
Team roles, permissions, and availability
Verified production credits and approved portfolio work
These are not links to outside applications. The platform would contain its own tools for the functions currently associated with video conferencing, production tracking, team messaging, cloud storage, and project management.
Each production would have a secure virtual studio customized around its creative needs. A short film, animated series, VFX production, game, or audio project could use its own departments, workflow stages, permissions, visual identity, and production pipeline.
Belligerent Curse Studios can still develop its own original intellectual property, but it is no longer limited to functioning as one production company. It is becoming a flexible virtual studio system that could support independent teams, students, remote artists, educational programs, and established studios.
The platform could also be adapted and branded for organizations that want their own virtual production environment while using the underlying BCS architecture.
As Founder, CTO, Executive Producer, and Creative Director, I define the platformās creative vision, technical direction, production philosophy, brand identity, user experience, and long-term development strategy.
My role includes translating my experience in animation, VFX, production management, storytelling, broadcasting, and remote collaboration into software designed around how creative teams actually work.
I am responsible for identifying workflow problems, designing the production architecture, defining native platform functions, developing user experiences for artists and producers, and guiding the project from studio concept toward a scalable virtual-production system.
Belligerent Curse Studios began as the kind of animation studio I wanted to build.
It is evolving into the technology that could allow many studios and creative teams to build together.
Founder-Led Studio and Platform Development
Chief Technology Vision and Product Strategy
Executive Production and Creative Direction
Virtual Production Platform Architecture
Animation and VFX Workflow Research
Production Pipeline and Systems Design
Native Communication and Collaboration Planning
Dailies, Review, Feedback, and Approval-System Design
Scene, Shot, Asset, Task, and Version-Tracking Structure
User Roles, Permissions, and Studio Access Planning
File, Asset, and Production-Library Organization
Verified Credits and Portfolio Documentation Planning
Accessibility and Inclusive Workflow Design
User Experience and Interface Direction
Studio Branding and Customization Frameworks
Worldbuilding and Original IP Development
Visual Identity and Creative Standards
Project Scoping and Development Roadmaps
Team Structure and Contributor Workflow Planning
Security and Intellectual-Property Protection Planning
Educational, Independent, and Professional Studio Use-Case Development
Film, Animation, VFX, Games, Audio, and Immersive-Media Exploration
Belligerent Curse Studios is no longer only the studio. It is becoming the virtual production environment where the studio can exist.
darkstarradio.com
Dark Star Radio began in 2014 because the amount of underground music being shared with me had outgrown what I could feature during my own DJ sets. I created the station to give independent artists, DJs, programs, and alternative communities a signal of their own.
For much of the stationās history, I operated it largely by myself. I managed the broadcasting technology, funded the infrastructure, developed the programming, sourced music, hosted shows, recruited DJs, created graphics, produced advertisements, promoted artists, coordinated events, and kept the station running whenever circumstances changed.
Friends, DJs, hosts, and collaborators came and went throughout that journey. Some helped for a season, some introduced new music and audiences, and some became part of the stationās history before moving into the next chapters of their own lives.
Every arrival and departure became part of the research.
Through more than a decade of operating Dark Star Radio, I learned how independent creative communities form, collaborate, struggle, rebuild, and survive. I experienced the challenges of volunteer leadership, burnout, inconsistent participation, communication breakdowns, shared ownership, and organizational continuity. I also learned what happens when too much of a community depends on one person keeping everything alive.
Over time, Dark Star Radio expanded beyond my own broadcasts. Resident DJs, syndicated programs, guest creators, community partners, and volunteers helped transform it into a collaborative platform supporting dark electronic, goth, industrial, aggrotech, black metal, death metal, and other forms of alternative and underground music.
The station also developed into a promotional resource for independent artists, events, businesses, venues, roleplay communities, charitable causes, and nonprofit organizations. Its services include audio production, custom advertising, promotional graphics, campaign planning, event support, and audience outreach across digital and virtual spaces.
Qualifying 501(c)(3) nonprofit organizations may receive complimentary advertising support, including ad creation and recurring campaign updates. Dark Star Radio has also participated in events such as SL23B and SciFi Con and has supported charitable and fundraising initiatives throughout virtual communities.
For years, I tried to make the station sustainable by adding more shows, advertising services, events, social platforms, and promotional opportunities. Those efforts helped Dark Star Radio grow, but they did not solve the larger problem.
The station did not simply need more content.
It needed to become a place where people could belong.
That realization brought me back to VampireFreaks.
VampireFreaks introduced me to an online world where music, graphics, identity, personal profiles, friendship, discovery, and alternative culture existed together. I learned HTML because I wanted to redesign my profile. I created promotional graphics for bands and often received music in exchange for my work. I discovered artists through people and communities rather than through an algorithm deciding what should matter.
I always wished that kind of community could have continued growing instead of disappearing or becoming fragmented across dozens of unrelated platforms.
I finally understood that the future of Dark Star Radio was not to become a larger version of a traditional radio station.
It was to evolve into the community I always wished VampireFreaks could become.
Dark Star Radio is now serving as the prototype for a larger independent broadcasting and alternative-media ecosystem.
The developing platform would allow additional independent stations to operate through shared infrastructure while maintaining their own names, communities, genres, branding, schedules, and visual identities.
A metal station should not be forced to look or function exactly like a talk station, electronic station, roleplay broadcaster, nonprofit network, or community news platform. The technology should adapt to the station rather than forcing every broadcaster into the same template.
Participating stations could use shared tools for:
Broadcasting and scheduling
DJ and program management
Artist and music discovery
Syndicated program exchange
Community profiles and discussion spaces
Events and livestream promotion
Advertising and sponsorship management
Audio, graphics, and promotional production
Collaboration between stations and creators
Charity, nonprofit, and community campaigns
Audience discovery without pay-to-rank algorithms
Independent stations, creators, and community broadcasters would remain the priority.
Corporate organizations may participate, but they would pay for access, placement, sponsorships, branded programming, promotional campaigns, or commercial visibility. Corporations would not be allowed to purchase control of the community or bury independent voices beneath larger advertising budgets.
The goal is to create a platform where independent stations keep their identities, communities keep their voices, and creators can discover one another without being scattered across multiple disconnected apps and services.
As Founder, CTO, Executive Producer, and Creative Director, I lead Dark Star Radioās overall vision, programming strategy, creative development, brand identity, technical infrastructure, production systems, partnerships, and long-term platform expansion.
My responsibilities include developing the stationās digital tools, managing broadcasting systems, creating and overseeing programming, coordinating DJs and syndicated shows, producing promotional campaigns, designing customizable station experiences, supporting community partners, and building the framework for a larger independent-radio ecosystem.
Dark Star Radio began as something I carried largely by myself. It survived because people continued to arrive, contribute, share their music, build programs, support the station, and leave pieces of themselves behind.
Now it is evolving into the connected alternative-media community I had been searching for since I was thirteen.
Founder-Led Venture Development
Chief Technology Strategy and Platform Vision
Station Creation and Long-Term Brand Development
Independent Radio Ecosystem Design
Broadcast Infrastructure and Technical Systems Management
Radio Programming and Show Development
Music Curation and Independent Artist Sourcing
Executive Production and Creative Direction
Team Building, DJ Recruitment, and Host Coordination
Syndicated Programming and Content Partnerships
Volunteer Leadership and Collaborative Workflow Development
Community Research Through Long-Term Station Operation
Audience Development and Community Engagement
Alternative Culture and Subcultural Community Support
Audio Production and Commercial Creation
Advertising Campaign Design and Management
Promotional Graphics and Multimedia Asset Creation
Social Media and Cross-Platform Promotion
Event Broadcasting and Community Partnerships
Charity, Fundraising, and Nonprofit Campaign Support
Second Life Community Promotion and Advertising
Business Development and Partnership Building
Customizable Station Interface and Experience Planning
Independent Broadcaster Discovery and Collaboration Systems
Corporate Access, Sponsorship, and Paid Placement Strategy
Community-Centered Platform and Membership Design
Production Workflow and Operational Structure Development
Primary Funding, Platform Maintenance, and Resource Management
Practice-Based Research in Community Sustainability
Research Into Volunteer Turnover, Burnout, and Organizational Continuity
Translation of VampireFreaks-Inspired Community Features Into a Modern Platform
Long-Term Expansion Planning for a Multi-Station Media Network
Independent stations keep their identity.
Communities keep their voice. Corporations pay to enter the signal.
Status: On Hold | Research Phase Complete
Final Program Iteration: Mourning Coffee at Noon
Live Broadcasting, Performance, Subculture & Community Research
Rogue DJ Live Shows represents a completed phase of practice-based research into how live radio can combine music programming, character performance, personal storytelling, community engagement, and alternative cultural expression.
The work developed through goth, industrial, metal, and alternative broadcasts produced under Dark Star Radio. Earlier programs included Metal Night, Morbital, and several versions of Mourning Coffee. What began as DJ-centered music sets gradually expanded into thematic commentary, improvisation, in-character hosting, audience interaction, and reflection on underground culture.
Mourning Coffee originally aired daily, later moved to five days per week, and eventually became the weekly Mourning Coffee at Noon. These changes allowed me to test scheduling, audience habits, creative sustainability, burnout, consistency, and the role of recurring broadcasts as community anchors.
The shows also helped develop The Rogue DJ as an on-air identity. Through scripted and improvisational performance, I explored how personas could support communication, storytelling, emotional expression, humor, and connection with listeners.
This research no longer needs to continue as a regular broadcast series. The shows accomplished what I needed them to accomplish: they helped me develop my voice, understand live audience relationships, test sustainable production formats, and identify how radio could support the larger Dark Star Radio and Darkstar Multimedia ecosystems.
The project is now on hold, with its findings carried forward into my work in community media, platform design, speaking, interactive experiences, and independent broadcasting strategy.
Practice-Based Research Through Live Broadcasting
Goth, Industrial, Alternative, and Metal Music Curation
Scripted and Improvisational Commentary
Character and On-Air Persona Development
Live Performance and Audience Interaction
Subculture Research and Cultural Reflection
Broadcast Scheduling and Sustainability Testing
Research Into Burnout and Creative Continuity
Technical Stream Management and Optimization
Program Format Development and Iteration
Narrative Integration Within Music Broadcasting
Personal Storytelling and Reflective Commentary
Independent Artist Discovery and Promotion
Community Building Through Recurring Programming
Brand Voice and Rogue DJ Identity Development
Rogue DJ Live Shows completed the research I needed from live broadcasting. The signal is paused, but everything it taught me continues through the systems I am building now.
Status: Ongoing Method Acting and Creative Research
Current Rotation:
Status: Ongoing Method Acting and Creative Research
Schedule: Alternating Every Other Week š
š£ Week One: Sinwave Rave: GODLESS FREQUENCY
š¢ Week Two: The Signal Screams: SONIC BLASPHEMY
š Then the rotation repeats.
My role combines production, writing, music curation, live performance, and method acting. I remain in character as Lady Desire throughout each broadcast, using the two rotating formats to explore xer voice, emotional range, motivations, mythology, and evolution beyond Premier Wrestling: Overload.
Through improvised commentary, scripted monologues, music selection, audience interaction, and wrestling continuity, I study how fully inhabiting a character changes the performance across different genres and environments. The broadcasts allow me to develop Lady Desire as a transmedia character who can exist across wrestling, radio, storytelling, and digital media.
Basically, Lady Desire does not clock out when xe leaves the ring. Xe takes over the station. šļøš¤
Character development outside the wrestling ring
Wrestling personas as transmedia characters
Music genres as extensions of character identity
Live radio as a stage for serialized performance
Improvisation and audience-driven storytelling
Continuity across wrestling, radio, and digital media
The relationship between performer, persona, and audience
Sustainable alternating-format programming
Play as a form of creative research
Industrial, Aggrotech, Dark Electro, and Noise Music Curation
Death, Black, Symphonic, and Extreme Metal Curation
In-Character Live Hosting as Lady Desire
Improvised Commentary and Narrative Monologues
Serialized Character and Lore Development
Transmedia Extension of an Overload Wrestling Persona
Wrestling Storyline and Match Promotion When Relevant
Live Audience Interaction and Community Engagement
Character Voice, Motivation, and Identity Research
Alternating Broadcast Format Development
Technical Livestream and Radio Production
Integration of Music, Wrestling, Storytelling, and Performance
Every other week, Lady Desire changes the frequency, but the signal remains hers.
Status: Research Complete š§© | Full Series Unconfirmed š»
Character: Madam Mort šÆļø
Current Use: Second Life Charity Events & Special Appearances š
Dead Air began as a planned 52-week broadcast series performed through Madam Mort, an archivist who explores death, memory, identity, ritual, cultural loss, and return.
š Original Format: Six interconnected narrative arcs across one year
š Purpose: A creative research system I invented to help myself understand larger patterns
š Method: Character development, method acting, scriptwriting, reflection, and narrative architecture
š§© Result: The process helped me complete what I now call my God Equation
š» Future: The full show may never be produced exactly as originally planned because it already accomplished its deeper purpose
š Madam Mort Today: Charity events, community appearances, and occasional experimental broadcasts in Second Life
Madam Mort gave me a quiet character through whom I could examine difficult ideas without turning them into spectacle. Xe became an observer, archivist, and companion while I worked through questions about personal fracture, mythology, identity, cultural extinction, theories of the afterlife, and return.
Dead Air was not only a radio concept. It was a research structure I created to help myself think.
ā°ļø Creation and authorship of Madam Mort
š Method acting and in-character performance
š§ Practice-based research through character and narrative
š 52-week spiral narrative architecture
š Six-part thematic arc development
āļø Philosophical and reflective scriptwriting
šŗļø Episode structure and continuity mapping
šÆļø Recurring language, rituals, and thematic anchors
š¬ Audience reflection and engagement design
š» Long-form broadcast-system planning
š§© Translation of creative research into the God Equation
š Charity-event appearances and community support in Second Life
Dead Air may never become the full series I originally imagined because it already helped me find what I was searching for.
Status: Concept Developed šļø | Research Phase Complete š§© | Release Unconfirmed š»
The Velvet Hour originally began as a real interview series for Dark Star Radio.
I created it as a darkly playful, in-character program hosted by Lady Desire, where underground musicians could share their stories inside a world that felt more theatrical and immersive than a traditional promotional interview.
šļø Original Idea: Interview underground musicians as Lady Desire
š Performance Style: Fully in-character hosting and conversation
š Structure: Connected four-episode arcs
šø Focus: Music, rebellion, transformation, identity, and subculture
š» Goal: Build an ongoing interview and artist-discovery series for Dark Star Radio
I genuinely intended to produce and release the series.
I contacted musicians, scheduled conversations, developed thematic questions, and began building the episodes around each artistās sound, personality, experiences, and creative identity.
As the project developed, the interviews became more than music journalism.
Lady Desire created a different kind of conversational space. Performing through the character allowed me to ask questions, explore ideas, and understand people from a perspective I may not have reached as myself.
š§ The Research Evolution
What began as an interview series gradually became practice-based research into:
Identity and self-presentation
Music as emotional and cultural language
The relationship between artists and their communities
Transformation, rebellion, survival, and belonging
How character performance changes an interview
How people respond when the interviewer exists inside a fictional world
How method acting can become a tool for understanding human experience
Eventually, I realized I had been method acting through the project while trying to understand the larger patterns behind creativity, identity, community, and connection.
The Velvet Hour became another part of the research that helped me complete my larger formula.
I want to apologize in advance to every musician who trusted me with an interview.
I truly intended for The Velvet Hour to become the full series I described. Your time, stories, and participation were real, even though I did not yet understand that I was also using the project to work through a much larger research process.
It turns out I was method acting my way toward the answer. š
The original series may never be completed exactly as planned because the research already helped me find what I was searching for. Any future use or release of those interviews would be discussed with the participating musicians first.
Their contributions still matter, and the conversations remain an important part of the projectās history.
š Method acting and in-character performance as Lady Desire
šļø Underground artist interviewing and live hosting
āļø Thematic and narrative-aligned interview writing
š Four-episode arc and serialized-format development
šø Artist outreach, scheduling, and relationship management
š§ Practice-based research through conversation and performance
šÆļø Development of ritual, mythology, and recurring language
š§ Audio production, editing, and broadcast planning
š Subculture documentation and narrative journalism
š¬ Research into identity, transformation, rebellion, and belonging
š§© Translation of interview findings into my larger community formula
The Velvet Hour began as a real music interview series. It evolved into a method-acting research project that helped me understand the people, patterns, and communities behind the music.
Status: In Development
Rise from the Fallout began as a mobile game company focused on creating genre-bending games inspired by underground music, alternative storytelling, and subculture aesthetics.
The original vision was never to use independent music as background decoration. I wanted musicians, artists, writers, and performers to become part of the worlds being built through licensed music, creative partnerships, character inspiration, promotional events, shared storytelling, and audience discovery.
As the concept developed, Rise from the Fallout evolved into a larger experiment in how games can support underground creative communities while still delivering entertaining and original player experiences.
The studio is being designed to explore how games can:
šµ Introduce players to independent musicians
š¹ļø Combine multiple game genres and storytelling formats
š¤ Preserve underground and alternative aesthetics
š Build characters and worlds influenced by music and subculture
š¤ Connect developers, artists, writers, performers, and bands
š” Give independent creators new ways to reach audiences
šŖ Link game releases with broadcasts, events, and community experiences
š Create shared fictional worlds that can expand across media
Rather than adding music after a game is already designed, each project would allow sound, visual identity, narrative, character development, and gameplay to influence one another.
A musician could contribute a song while also becoming part of the projectās promotion, lore, events, character inspiration, or creative development. Artists and writers could help shape worlds that reflect the communities and cultures inspiring them.
Rise from the Fallout remains in the concept, research, and development stage. Current work focuses on defining the studio identity, game concepts, collaboration model, technical needs, production structure, intellectual property, and sustainable ways to compensate and credit participating creators.
As Co-Founder, CTO, Executive Producer, Creative Director, and Stakeholder, I guide the studioās overall vision, technical direction, creative identity, production strategy, game concepts, and artist-collaboration model.
My role includes connecting music, gameplay, storytelling, worldbuilding, community engagement, and technology into a studio structure where independent creators are treated as collaborators rather than disposable content sources.
As a stakeholder, I also helped provide the initial financial support required to establish the studio and begin developing its creative and technical foundation.
š® Mobile Game Studio Concept Development
š» Technology Vision and Product Strategy
š¬ Executive Production and Creative Direction
š§ Genre-Bending Game and Experience Design
šµ Underground Music Integration Strategy
šø Artist and Musician Partnership Development
š Worldbuilding and Alternative Storytelling
š¤ Subculture Research and Aesthetic Development
š¤ Creative Collaboration and Contributor Planning
š” Cross-Promotion Through Radio, Events, and Digital Media
šŖ Community and Event Engagement Strategy
šŗļø Production Planning and Development Roadmaps
š° Founding Financial Support and Stakeholder Participation
š§© Integration With the Darkstar Multimedia Ecosystem
Rise from the Fallout is being built to create games that do more than entertain. Each project becomes another doorway into underground music, alternative stories, and the communities behind them.
Status: In Development | Temporarily Delayed by Platform Transition ā³
The Dark Star Caster System began with my desire to produce live newscasts, wrestling programs, machinima, interviews, and entertainment shows entirely inside Second Life.
The original idea was to create a camera and broadcast workflow that would allow small creative teams to produce professional-looking virtual content without requiring one person to manage an overwhelming number of controls during a live show.
š¬ Original Goal: Produce live news and wrestling broadcasts inside Second Life
š¹ Evolution: Develop a reusable camera and production system for machinima, events, interviews, and live entertainment
š§ Design Priority: Reduce cognitive load during fast-moving productions
š§© System Approach: Modular tools that can be adapted to different programs and production teams
š Long-Term Role: Provide part of the virtual-production foundation for The Gambol Studio
The planned system includes tools for:
š„ Camera placement, switching, and movement
š¼ļø Layered graphics and broadcast overlays
š¬ Scene and production-state management
šļø Live and prerecorded programming
𤼠Wrestling entrances, matches, interviews, and commentary
š° Virtual news and community reporting
š Machinima and scripted storytelling
š„ Multi-person production workflows
š§ Simplified controls for lower cognitive load during live operation
The project has spent an extended period in what I lovingly refer to as red-tape jail. Development has been affected by approval requirements, technical limitations, and Second Lifeās transition toward its newer Lua-based scripting environment.
As of July 2026, Second Lifeās SLua system is in beta and available only in portions of the main grid, while some related creation tools remain experimental. Because the platform is still changing, the Caster System is being held until the technical environment and development requirements become stable enough to support the project responsibly.
The project is delayed, not abandoned.
The transition also creates an opportunity to reconsider the system using newer scripting capabilities rather than completing it around technology that may soon be replaced or significantly changed.
As Co-Founder, CTO, Creative Director, and a 50-percent financial stakeholder, I developed the original production vision, established the feature priorities, mapped the intended workflow, and helped fund the projectās initial development.
My role includes translating the needs of broadcasters, wrestlers, machinima creators, filmmakers, and live-event producers into a system that can be operated efficiently during real productions.
I also guide how the Dark Star Caster System may eventually connect with The Gambol Studio, where it could support a larger virtual-production environment for filming, broadcasting, performance, education, and collaborative storytelling inside Second Life.
š§ Original Product Vision and Concept Development
š» Chief Technology Strategy and Feature Planning
š¬ Virtual Production Workflow Design
š„ Camera and Scene-Management System Planning
š¼ļø Broadcast Overlay and Graphics-System Direction
𤼠Live Wrestling and Event Production Research
š° Virtual News and Broadcast Format Development
š Machinima and Narrative Production Planning
š§© Modular System and Interface Mapping
āæ Cognitive-Load Reduction and Usability Planning
š¬ Discord-Based Collaboration, Feedback, and Documentation
š¤ Co-Founder and Development Collaboration
š° 50-Percent Initial Project Funding
š Integration Planning for The Gambol Studio
ā³ Technical-Risk and Platform-Transition Evaluation
š® Long-Term SLua Development Planning
The Dark Star Caster System began as a way to film my own Second Life programs. It is evolving into virtual-production infrastructure that could help an entire community tell its stories.
Status: In development
Collab N Friends is a HUD-based networking and discovery system designed specifically for Second Life. I originated the concept after repeatedly seeing residents struggle to find friends, collaborators, communities, projects, and opportunities without relying on group spam, disconnected social platforms, or random outreach.
The system is designed as a living creative switchboard where residents can discover people and places that genuinely match their interests, skills, availability, and goals.
Collab N Friends supports both social connection and creative development, including:
š« Finding friends with shared interests
š Roleplay communities and collaborative storytelling
š¶ Club staffing, DJs, hosts, and venue recruitment
š¬ Casting calls for machinima, shows, and performances
š ļø Creative projects and long-term team building
šļø Location, venue, and community discovery
š Events, services, and in-world promotion
š¤ Collaboration, recruitment, and opportunity matching
Users would create structured profiles featuring their interests, skills, goals, availability, preferred communities, and the kinds of connections they are seeking. The system could then help match residents with relevant people, locations, teams, and opportunities.
Someone might use Collab N Friends to find a roleplay group, recruit a filmmaker, join a theater production, hire a DJ, discover a new venue, build a creative team, or simply meet people who enjoy the same things.
A central feature is the privacy-safe activity system.
Rather than tracking individual names or exposing personal activity, the system would display the general level of human presence at participating locations. This would help residents identify active places and discover where communities are gathering without revealing who is present or following individual movement.
The goal is to make discovery easier while respecting personal boundaries.
Collab N Friends began as a friendship and collaboration HUD, but it is developing into a broader connection layer for Second Life.
It could help reduce isolation, strengthen creative communities, support independent businesses, improve event discovery, and make it easier for both new and established residents to find where they belong.
The project is not intended to replace the communities already inside Second Life. It is designed to help people find them.
As Co-Founder, Originator, CTO, Systems Visionary, and Creative Director, I developed the original concept, connection model, feature priorities, privacy approach, user experience, brand identity, and long-term ecosystem vision.
My work includes defining how profiles, interests, opportunities, locations, activity levels, promotion, safety, and discovery connect within one system. I also lead the projectās visual direction, public communication, presentation development, and alignment with the larger Darkstar Multimedia ecosystem.
š” Original Concept and Product Vision
š» Technology Strategy and Systems Planning
š§ Social Connection and Discovery-System Design
š¤ Collaboration and Opportunity-Matching Frameworks
š« Friendship and Interest-Based Profile Development
š Roleplay, Entertainment, and Creative Community Research
š Privacy-Safe Activity and Location Discovery Planning
šļø Venue, Event, and Community Discovery Strategy
š£ In-World Promotion and Visibility-System Development
š§ User Journey and Experience Design
šØ Brand Identity and Creative Direction
š¼ļø Promotional Graphics and Presentation Assets
š¤ Public Communication and Project Representation
š Integration With the Darkstar Multimedia Ecosystem
Collab N Friends is designed to help Second Life residents find the people, places, projects, and communities they have been searching for without sacrificing privacy or individuality.Ā
Status: In Development | Proposed Collaboration with Linden Lab
The Gambol Studio began as a concept for producing machinima, live broadcasts, performances, and community events inside Second Life.
The idea grew from years of using Second Life for radio, wrestling, roleplay, entertainment, business, storytelling, and global community-building. I repeatedly watched creators build extraordinary work while relying on scattered external tools for communication, production management, casting, promotion, scheduling, collaboration, and audience discovery.
The problem was never a lack of creativity inside Second Life.
The problem was that people, projects, events, tools, and opportunities were too difficult to find and connect.
The Gambol is evolving into a proposed virtual creative studio and community hub designed to strengthen the vitality of Second Life by making creation, collaboration, discovery, and participation easier.
Instead of treating Second Life as only the place where the final event happens, The Gambol would use it as the center of the entire creative process.
The developing vision includes:
š¬ Machinima stages and virtual production spaces
š” Live radio, podcasts, interviews, and broadcasts
š Theatre, roleplay, wrestling, music, and performance communities
šØ Creator profiles, portfolios, casting, and collaboration opportunities
š Shared events, schedules, rehearsals, and production planning
š§āš« Workshops, mentorship, training, and learning experiences
š¢ Spaces for independent businesses, organizations, and creative teams
š Easier discovery of communities, locations, events, and experiences
š„ The Dark Star Caster System for scalable in-world filming
š Shared infrastructure without erasing each communityās identity
The Gambol would not replace Second Life or attempt to pull people away from it.
It would help people understand what Second Life can become.
A new user could enter through a guided creative hub, discover communities based on personal interests, attend an event, join a project, learn a skill, meet collaborators, and begin building a meaningful identity within the world.
Existing residents could find new audiences, contributors, events, resources, and partnerships without depending entirely on outside social networks and disconnected applications.
I would like to propose The Gambol Studio as a collaborative pilot with Linden Lab and Second Life.
The goal would be to explore how creator-focused infrastructure, guided discovery, virtual production, community programming, and cross-industry collaboration could increase participation, improve retention, and introduce new generations of creators to Second Life.
This could begin as a smaller experimental studio and community hub before expanding through resident feedback, creator partnerships, educational collaborations, and technical development.
Second Life has already proven that people can build worlds, businesses, identities, performances, relationships, and global communities together.
The Gambol asks the next question:
How do we make all of those possibilities easier to find, connect, and sustain?
As Founder, CTO, Creative Director, and Ecosystem Architect, I developed the concept, platform vision, creative direction, community structure, virtual production workflow, and long-term partnership strategy.
My work includes translating years of experience in Second Life, broadcasting, machinima, roleplay, animation, VFX, production, and community leadership into a system designed around the needs of virtual creators.
š§ Creative Technology and Ecosystem Design
š Virtual Community Research and Development
š¬ Machinima and Virtual Production Planning
š” Broadcast and Live Media Integration
š Performance, Roleplay, and Event-System Design
šŗļø Community Discovery and Navigation Planning
š¤ Partnership and Creator Collaboration Strategy
š ļø Dark Star Caster System Workflow Development
šļø Virtual Studio and Production Pipeline Design
šØ Immersive Branding and Environment Direction
š Education, Mentorship, and Workshop Planning
š Long-Term Community Sustainability Research
The Gambol Studio is not intended to rebuild Second Life. It is designed to help more people discover why Second Life is still worth building inside.
Status: Active Talent š | Management Role Permanently Concluded
At Premier Wrestling, a professional wrestling federation in Second Life, I previously served as Executive of Media Distribution. In that role, I helped manage the production pipeline that turned live wrestling events into polished episodes for online audiences.
I coordinated filmers and editors, reviewed footage for pacing, continuity, clarity, and overall quality, and stepped in to repair or edit episodes when needed. I also managed YouTube publishing, including uploads, titles, descriptions, naming conventions, metadata, and hashtags, helping maintain a consistent brand presence and reliable release process.
The position gave me hands-on experience in remote production leadership, workflow management, quality control, media distribution, and the challenges of keeping a volunteer-based creative pipeline moving.
I originally stepped away from management because my Master of Science program at Full Sail required more of my time and attention.
That leadership chapter is now permanently closed.
I do not plan to return to federation management. The experience taught me a great deal about production systems, delegation, communication, volunteer coordination, creative responsibility, and the limits of how much one person can carry. Those lessons now inform the larger media and technology systems I am designing through Darkstar Multimedia.
I still perform because I genuinely enjoy it.
Premier Wrestling remains a creative space where I can play, improvise, develop characters, collaborate with other performers, and continue my practice-based research through live wrestling entertainment.
I remain active as:
š Lady Desire, an OVERLOAD wrestler and ongoing method-acting character
ā” My Tie, RISE manager for The Flashkick
šļø A performer contributing to promos, storylines, matches, and live community entertainment
Management became work I no longer wanted to carry. Performing remains something I choose because it is fun.
š¬ Media Distribution and Production Pipeline Management
š„ Filmer and Video Editor Coordination
āļø Episode Editing, Repair, and Quality Control
šļø Review of Pacing, Continuity, Clarity, and Presentation
šŗ YouTube Publishing and Release Management
š Metadata, Titles, Descriptions, and Discoverability Strategy
šļø Naming Convention and Workflow Standardization
š§ Remote Team and Volunteer Leadership Research
š Live Character Performance and Method Acting
āļø Promo, Storyline, and Character Development
𤼠Virtual Wrestling Performance
ā” Managerial Character Performance as My Tie
š Second Life Entertainment and Community Participation
I am finished managing the federation, but I am not finished having fun inside it.
At the time, I fully intended every one of these school projects and concepts to become real. I cared about them deeply and built each one with genuine purpose, hope, and attention. āØ
Some were fully completed and went out into the world. The Duelist was submitted to the HBO Short Film Festival, and The American Murderer received awards, even though the scrolling credits somehow managed to get my name wrong. šš¬
Others continued growing, evolved into larger ideas, or completed the research I needed from them before passing their lessons into the next project. š±
What I did not understand yet was that I was also method acting my way through different industries, roles, identities, and systems so I could learn how they worked from the inside. šš§
I am keeping these projects here because they still matter. Together, they show the work, experimentation, recognition, and strange winding path that led me to Darkstar Multimedia, my community formula, and the connected world I am building now. šš
They were never fake.
Some were finished. Some were recognized. Some transformed.
All of them helped me find the answer. š§©
Original IP | Teen Spy Interactive Adventure
Status: On Hold (Funding)
Original IP development and interactive branching narrative design
High-stakes escape sequences, puzzle-solving, and player agency
Dynamic voice and teen spy mythos for CYA game format
Worldbuilding for a modern secret-agent universe with hidden family lore
Status: On Hold (Funding)
Pitch
3D Animation/Live Action/VFX/Stop Motion
Logline:
a school girl constantly being bullied for being too thin āpaper-dollā they call her, escapes reality to become someone else, a person who can protect herself and fights with other companions against a known evil.
Software Used:
Final Draft, Sheets, Docs, Pages, PowerPoint, Photoshop, Pintrest, Liquid Binder.
Status: Completed
IMDB
Logline:
based on the true story of Jason Derek Brown- a charismatic con man turned party king who bankrolls his luxurious lifestyle through a series of scams. When his funds run low and his past catches up with him, he plots his most elaborate scheme yet and, in the process, becomes the FBIās most unlikely- and elusive ā top ten fugitive.
Software:
Shotgrid, Sheets, forms, Nuke.
Status: Past Collaboration | Archived
Logline:During WWII the military discover a hole in the artic where aliens have been living for centuries.
Software:
Shotgrid, Sheets, forms, Maya, Houdini.
Status: Past Collaboration | Archived
Logline:
A young man seeks Lord Grey, duelist, bent on revenge for the death of his father. He comes to find that the world of the Duelist is more convoluted than he imagined and that his father may not have been the innocent he originally thought.
Software:
Shotgrid, Sheets, forms, Maya, Nuke.
Status: Past Collaboration | Archived
Website
Stop MotionĀ and 2D Animation
Logline:
A little Neanderthal girl is searching for family.
Software:
Shotgrid, Sheets, Toonboom, dragonframe, sites, Nuke.
Status: Completed
Logline:
a short film documentary about the black cowboys in Rodeo
Software:
Shotgrid, Sheets, Nuke.
Status: Completed
Logline:
A Star Hosted Parody Dating Show Short hosted by Jessika Darkstar, one guest contestant and 3 monsters competing for a date with the contestant.
Software:
Character Animator, Final Cut, Audition, Premiere, sheets, & Docs.Ā
Status: Completed
gotyoursixsupportdogs.org
Logline:
A PSA about the great organization that supports Veterans and first responders who suffer PTSD and support them by helping provide Support Animals.
Software:
Docs, Sheets, Final Cut, Premiere, After Effects.Ā