Writing · Arkhatic

Deep-dives on the
technical decisions behind my work.

Engine systems, security pipelines, audio synthesis, game design reviews, incident investigations. Some technical posts are detailed enough that I could rebuild the project from them, and that's the point!

13 entries·RSS ↗
Security
May 24, 2026
31 min read

Calibration as infrastructure: building a detonation lab

Six stages, four tensions, and the engineering decisions that determine whether a detonation lab earns its keep. How specimens enter, deploy, detonate, are observed, are analysed, and are archived, with notes on the tradeoffs that recur at every stage and the boring parts that compound over years. Architecture and decisions, not code. Engineering register, not academic.

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Hardware
May 22, 2026
20 min read

The thermal wall: how phones and handhelds spend the same watt-budget two different ways

Mobile silicon stopped being transistor-limited and became heat-limited. This is a deep dive on what actually moves the heat (graphite, vapor chambers, fans) and the software that decides who gets throttled first, read across two device classes that answer the same thermal equation in opposite directions.

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Security
May 20, 2026
41 min read

Below the burn line: the architecture of operator infrastructure

Three tiers, four attribution surfaces, and the analyst posture they are all calibrated against. Why operator infrastructure decomposes into long-haul, redirector, and staging tiers, what discipline each tier requires across DNS, TLS, behavioural, and financial surfaces, and how the operator's own workstation becomes the single point of correlation that none of the tier discipline addresses. Architecture and decisions, not configuration. Methodology, not playbook.

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Composition
May 19, 2026
10 min read

A signal teardown of "The World That Bears My Name"

The technical companion to the composition writeup. Same track, opposite lens: what the rendered audio measures, why a beat tracker reads the meter wrong, how the dynamics are engineered across four minutes, and the one master decision the numbers say I got wrong. The why lives in the other post; this is the how.

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Composition
May 19, 2026
14 min read

The World That Bears My Name: writing the voice of the one who burned the world

Ashlight's main theme is sung from inside the error the whole game is about not repeating. This is what the song means, why the melody climbs while everything beneath it falls, and how an arrangement learns to confess.

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Security
May 16, 2026
34 min read

Building the inverse: the design decisions behind a three-layer dropper

The same architecture from the other direction. Why a layered .NET dropper has three layers and not two or four, what each layer is solving for, and which defender assumptions the design quietly presupposes. A composite reference design drawn from the artefact dissected in Three layers deep and adjacent commodity infostealer campaigns through 2024 and 2025. Architecture and decisions, not source. Companion to the reverse-engineering writeup.

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Security
May 13, 2026
21 min read

Three layers deep: reverse-engineering a .NET RAT dropper

Three layers down into a 1.1 MB junk-padded batch script: from cmd.exe macro obfuscation through a PowerShell shellcode loader to a Donut-packed implant living inside explorer.exe. The dropper hides its payload steganographically in 3,500 lines of comments, renames powershell.exe to evade name-based detection, and uses a 7-byte memory marker for cross-reboot idempotence. Companion to the incident writeup.

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Security
May 12, 2026
14 min read

The cutest trap on the internet: weaponizing Google's child-safety system as a kill switch

A fake Minecraft launcher infected my friend α's machine on a Tuesday evening. By morning, an operator had used the stolen access to upload triggering content to α's Google account, log out, and let the platform's own automated child-safety detector erase the witness. The malware is the carrier; the kill switch is the story. The technical reverse-engineering lives in the companion post.

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Engine systems
May 11, 2026
10 min read

Audio as a gameplay pillar: why Ashlight runs on FMOD instead of Unity's AudioSource

Ashlight's audio isn't decoration, it's a core gameplay pillar that has to deliver frame-aligned legendary telegraphs, an AI hearing system that reads player footsteps, and a Lucidity scheduler that fires phantom cues without ever lying to the player during real combat. Here's the middleware decision, the 10-RTPC contract that binds Unity to FMOD, and why the most interesting audio code in the game lives outside our codebase.

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Fullstack
May 11, 2026
8 min read

Picking RTDB for the auction hot path: three reasons and three regrets

Project Sato's hot path needs sub-100ms latency, atomic bid ordering, and listener cost that doesn't blow up under load. RTDB delivers two of three; Firestore delivers none. Here's why I split them, and what the split costs.

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Engine systems
May 8, 2026
5 min read

Building a real-time Saturn ephemeris in React Three Fiber

How I rebuilt a Wallpaper Engine's Saturn simulation as the hero element of a portfolio site: Keplerian propagator for the moons, procedural ring shader, and ~5000 ring particles.

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Engine systems
April 22, 2026
8 min read

Ashlight: building a horror engine layer on top of Unity

The systems work behind Ashlight: a custom render feature stack, dynamic dread budget, and the editor tooling that made it possible to ship without burning the team out.

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Play · Critique
April 20, 2026
17 min read

Minecraft, 5.2 / 10: separating the product from the phenomenon

Reviewing Minecraft in 2026 as a commercial product instead of a cultural phenomenon, held against the genre specialists that overtook it (Terraria, Factorio, Valheim, Dwarf Fortress) and against Mojang's own resources. The honest score is well below consensus, and the gap between best and important is the most interesting thing about it.

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