FonnyFofo
IT

About

I make add-ons for Minecraft Bedrock, released under WanMine, and mods for Hytale. Most of the time I build the whole thing myself: the mechanic, the scripts, the models, the menus. Then I play it until it holds up on a phone, in multiplayer and after the pack is removed.

Commissions and collaborations welcome

FonnyFofo:
Bedrock / Hytale / Java
Location:
Italy
Studio:
WanMine
Projects:
21 public
Downloads:
1.5M+
Facing:
systems (towards the fun)
Languages:
Italian, English
1.5M+downloads on CurseForge
21public projects
660Kdownloads for Wonder Weapons, on Hytale
3games: Minecraft Bedrock, Hytale and Minecraft Java

What I do

Each one with released work behind it.

  1. 01

    Gameplay systems

    Items, blocks and mechanics in TypeScript on the Script API: hammers that mine in patterns, wands that build whole shapes with a preview and an undo, HUDs, menus and a tutorial book.

    Wan's ShapeMiner ↗Construction Wan(d)'s ↗Wan's Dynamic Pathways ↗

  2. 02

    Worlds and dimensions

    Custom dimensions, biomes and procedural terrain. The Moon was among the first add-ons to use the custom dimension API at scale, the Backrooms was built on it while it was still in preview, and Redstone Caves adds its own biomes and machines.

    Wan's Moon Dimension ↗Backrooms Dimension ↗Wan's Redstone Caves ↗

  3. 03

    Models and animation

    Blockbench models, animations and textures, emissive where they should glow. For Wonder Weapons, every relic's model and animation; for Starfall Bosses, the items and the armor.

    Wan's Wonder Weapons ↗Starfall Bosses ↗

  4. 04

    Hytale and Java

    Wonder Weapons brings relic weapons to Hytale, each with its own ability, and passed 660K downloads. On Minecraft Java, upgrade tiers for Create machines.

    Wan's Wonder Weapons ↗Create: Progressive Engineering ↗

Releases

Newest first. Downloads as counted by CurseForge.

How I work

  1. A prototype may be ugly. A product may not.

    Architecture first, but not for weeks: then something playable within the hour, and iterations until it is ready to ship.

  2. If it compiles but does not work in game, it does not work.

    Every build gets played: on a phone, in multiplayer, and once more after the pack is removed.

  3. I delete mechanics faster than I defend them.

    An idea can stop convincing me the moment I see it running. When that happens it goes, however long it took.

Before the add-ons

A background in electronics retail and IT. Away from the code: 3D art in Blender, Blockbench and Krita, electronics, music and worldbuilding.

Toolbox

  • TypeScript
  • Script API
  • Behavior & resource packs
  • JSON UI
  • Java
  • Blockbench
  • Blender
  • Krita

Got an idea?

Tell me what it should do and where it should run. I'll tell you what the game allows.

Get in touch