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~/islandside.dev

Field notes from game dev & applied AI.

I'm Bradley Bayley — a game developer & ai engineer. This is where I write about UEFN/Verse, agent automation, and the quantitative logic underneath both.

Featured ProjectUEFN · Verse

A wave-based survival tycoon built in Unreal Editor for Fortnite — part roguelike economy, part horde-mode adrenaline. Every system from upgrade pacing to spawn waves runs on a Verse simulation tuned with quantitative balance models.

  • stackUEFN / Verse
  • statusLive
  • tuningMonte-Carlo
  • players1–4

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Game Dev
Building Zombie Tycoon in UEFN: Wave Pacing in Verse
How I tuned wave-by-wave difficulty in Zombie Tycoon — a UEFN survival tycoon — using Verse, an exponential payout curve, and a touch of Monte-Carlo balance.
4 min read
AI & Automation
Agents That Actually Finish: Five Patterns From Production
Five LLM-agent patterns I keep reaching for when I need an agent to reliably complete real work — not just demo well.
4 min read
Quantitative Logic
Poisson Arrivals: A Quant Toolkit for Game Balance
The Poisson distribution shows up everywhere in game design — drop rates, enemy spawns, queueing — and most of the time we're using it wrong. A short primer.
4 min read