Harry Buonocore.

Developer and creative — I build software systems and direct video.

About

I'm a self-taught developer and creative. I run arkg0d LLC, where I build full-stack software, real-time systems, and game modifications, and I've spent years directing, filming, and editing video.

My development workflow is built around Claude Code — I orchestrate it with IDA and XECLI live-memory tooling, and that stack has pulled off things like a playable raycast 3D demo running inside a 15-year-old console game.

What ties it together: I'm at my best taking an undocumented, ambiguous problem and turning it into something that works.

Software

Newest project

MW2 Raycast Arcade — Three Complete Games Inside the Pre-Game Lobby

C++ · Custom raycaster · Claude + IDA · Xbox 360 · arkg0d.xex

The Xbox 360 gives me no graphics API inside MW2 — the only rendering primitive available is a single engine call that draws one flat-colored rectangle. On top of that call I built a software raycasting/3D system, and then three complete games that run on it, playable right over the pre-game lobby as part of the arkg0d.xex. Every wall, monster, playing card, and letter of text below is untextured colored quads.

DEAD CIRCUIT

A survival-horror roguelite FPS in the spirit of CoD Zombies. Push east through an endless procedurally generated city while a Director system paces the horror — trickle spawns, hordes, blackouts — against 9 enemy types with 10 guns. ~5,800 lines.

NEON 21

Blackjack in a 3D neon room — proof the system isn’t just a wall-caster. Every card is a real object in world space that arcs, spins, and flips mid-air, dealt under real casino rules. ~2,450 lines.

WYRMFALL

A Monster-Hunter-style hunting game where every hunt generates both the monster and the wilderness — 5 biomes, part-targeting combat, and a forge-and-hunt-again loop. ~6,300 lines.

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Each quad costs one engine draw call, so every frame fits a hard budget of about 400 quads. The 3D scenes stay under it by casting one ray per screen column, merging adjacent wall faces into single trapezoids, and depth-clipping and capping sprites. The engine back-face-culls anything wound counter-clockwise, so all geometry routes through one gatekeeper function that forces clockwise winding — and applies screen shake for free. Text is a hand-rolled vector stroke font; there are no textures and no fonts anywhere.

All of it lives inside a 2010-era console toolchain: C++03, no STL, no exceptions, no heap allocations — fixed-size arrays only, with <math.h> as the only header. Saves are tiny binary blobs of 20–44 bytes per game. I build each game against a PC shell that reproduces the exact same constraints, including the culling quirk, so console bugs surface on PC first — porting a finished game to the 360 means wiring up exactly three functions.

In MW2, each game hooks the frame right after the stock UI paints and only runs in the lobby — load into a match and it stops. While one is on, the mod captures the controller and zeroes it out for the game underneath, so the lobby never reacts to your inputs; hold Back to exit and the controller goes back. It’s all host-side by design: local render commands and the host’s controller, nothing ever runs on another player’s console.

Where it started — the original raycast engine case study

ekrew — Trickshot Mod Menu

InfinityLoader · GSC · Memory writes

A commissioned mod menu for Call of Duty: Modern Warfare 2, built on InfinityLoader, with over 130 distinct options — many never implemented on the platform before. My most advanced menu to date.

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ekrew is a commissioned menu I built specifically for trickshotting in private matches on COD: MW2. It has over 130 menu options, and a lot of its features are original — things that had never been done on InfinityLoader before.

It's primarily a GSC menu, with a number of options built using InfinityLoader's writeByte() and writeInt() functions to write values directly to game memory. ekrew was also the project where I figured out a development workflow I still use — orchestrating Claude Code alongside tools like XECLI to dump and poke memory directly. That AI-assisted workflow became the foundation for everything I've built since. Probably my best menu to date.

Tricky Myers — Real-Time Game Statistics Pipeline

InfinityLoader · GSC · COD4 · WaW · MW2 · RTM/RTE · Supabase

A custom Call of Duty gamemode I built, backed by a real-time data pipeline that streams live match stats from a modded console to a web leaderboard.

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Tricky Myers is a spin on the popular custom gamemode “Michael Myers.” In the original, Michael's job is to kill the whole opposing team. In Tricky Myers, the opposing team's job is to land a trickshot on Michael — hence the name. I built modded versions of the gamemode for COD4, World at War, and MW2, with auto team assignment, a full weapons menu, a warn system if someone kills Michael without a trickshot, and more.

For the COD4 and World at War versions, I built a real-time stats pipeline. While we play, an RTM/RTE tool runs on my hardware, connected directly to my RGH console. I set up dvars and logs that send through that hardware, get processed into a Supabase database, and display live on the leaderboard at trickymyers.com. There's more under the hood, but that's the simple version.

View Live Leaderboard

MW2 Throwing-Knife Golf — Original Game Mode

InfinityLoader · GSC · MW2

An original gamemode I designed for MW2 — golf, but you play it by throwing knives across the map. Nothing quite like it exists for Call of Duty.

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MW2 Throwing-Knife Golf is a gamemode idea I came up with and built for MW2. It works like regular 9- or 18-hole golf: everyone takes turns throwing throwing knives, aiming to hit a bot set up across the map — the “hole” — in as few turns as possible. Wherever your knife lands is where you throw from next. It's a genuinely unique idea for Call of Duty; nothing quite like it has been done.

The biggest hurdle was tracking where the knife actually lands, to set up the next throw — luckily MW2's GSC has a function for that. Once I had that, the rest was building the cinematics at the start of each hole, the throwing-knife camera angle, and the start and end coordinates per hole. Built on InfinityLoader. Currently supports five maps: Subbase, Overgrown, Derail, Karachi, and Afghan — Overgrown's my favorite.

In development

arkg0d.xex — Next-Gen MW2 Menu for Xbox 360

Xbox 360 (RGH/JTAG) · MW2

A custom menu I'm building for Call of Duty: Modern Warfare 2 on Xbox 360 — a clean UI, trickshot tools, and game modes like TKGolf built right in, with more shipping over time.

Learn more + join the waitlist

Video

A selection of my video work — directing, filming, and editing.

My longest creative partnership has been with recording artist Ouija Macc (Psychopathic Records).

Ouija Macc — “Spring Valley”

Co-directed with Ouija Macc · Filmed by me and @unevenarchive · Edited by me (my most-viewed video)

Ouija Macc — “Friends”

Co-directed with Ouija Macc · Filmed and edited by me

Ouija Macc — “Lil Monster”

Co-directed with Ouija Macc · Filmed and edited by me (my first viral video)

Gizmo — “Black Blood”

Directed, filmed, and edited by me (one of my earliest videos — the work that led to my partnership with Ouija Macc)

PUBG Pre-Season Documentary — Simplicity Gaming

Directed, filmed, and edited by me (a short documentary following Simplicity Gaming at the NA NPL Preseason LAN at OGN Studios — one of my early long-form projects)

Live

I've been making videos for as long as I can remember — I grew up creating content on YouTube. My love of live music is what later pulled me into photography, and into shooting shows.

I've been lucky to do some incredible ones, including touring with Freewill, an opening duo on the Nascar Aloe tour, as their photographer and videographer. We ran from San Diego up to Sacramento, and it's a stretch I won't forget. Here are a few of my favorite concert shots.

Backstage at a live show: artist on the mic over a DJ deck and laptop.
Crowd moment under blue stage light: masked figure and a pink-haired audience member mid-motion.
Performer kneeling on stage, microphone close, under green and orange lighting.
Three masked figures behind a DJ setup under cyan and red stage lighting at night.

Contact