PORTFOLIO HIGHLIGHTS

JEFF
SCHOMAY.

Technical. Creative. Curious.

// I build things others don't see yet.

Jeff Schomay
01

FEATURED WORK -- CREATIVE AND TECHNICAL

02 ENTRIES
01

Rendering a game in real-time with AI

#1 on Hacker News · 22K views

Could I render my lofi ASCII game as high-def frames in real time? I took Thunderlizard — my procedurally-generated ASCII dinosaur survival game — and wired it through low-latency image models to render each frame as I played. The challenge was balancing model trade-offs between style, fine-tuning, composition control, and latency.

02

Modernizing mainframes with custom agentic AI

Senior Staff AI Engineer · 2022 – 2026

I led R&D at Mechanical Orchard and was the engineer the team turned to for big challenges. I taught AI to understand 50-year-old mainframe code by giving it a queryable graph of the legacy system's relationships and code, then built the agents that use that understanding to rewrite it in modern languages. The POC unlocked the company's $24M Series A. The full system delivered 10× improvements in speed, reliability, and accuracy.

10×
speed · reliability · accuracy
$24M
Series A unlocked
4 yrs
shipping agentic AI at scale
Consistently ahead of the agentic curve.
Aldric Giacomoni · Staff R&D Engineer, Mechanical Orchard
02

ADDITIONAL HIGHLIGHTS

03 ENTRIES
04

Lost — an infinite game with 100% AI generated content

Presented at AI Engineer Summit 2023

An atmospheric game where every location, visual, and game state impact is 100% AI-generated. I built a custom multimodal pipeline with fine-tuned models to keep the experience coherent across infinite content.

05

The Edge of Known Space

My most popular and personal favorite game

A single-screen, sci-fi, micro-metroidvania ASCII game with surprising depth. I wanted to explore how much I could pack into a minimal representation — striking visual fidelity at ASCII resolution, evolving mechanics that unfold across an hour with only a single screen, and an integral theme of uncovering the unknown.

I absolutely loved this game. It's clever, it's atmospheric, it's surprising, and the graphics do things I've never seen done with ASCII art.
Player review, 2025

Jeff is my guy for the heady problems.

Sam Dawson · Product Manager, Mechanical Orchard
03

WRITING & TALKS

05 ENTRIES
AI in games — early and ongoing
Previous talks
04

HOW I GOT HERE

STORY

// Curiosity is my through-line.

I went to film school and moved to LA to be a screenwriter. Instead, I ended up in tech. Early on, I was lucky to work with one of the devs of Quake, who showed me the art behind good game design. I was so inspired that I pivoted from film to narrative games. Meanwhile, I continued to build my career in software, which took me to Adobe, where I worked under Mark Hamburg, the creator of Photoshop.

My early narrative game work caught the attention of a dev at Latitude (the team behind AI Dungeon). We dove head-first into the early world of creative AI generation, building multimodal experiences in the GPT-3 era. I parlayed that new knowledge and enthusiasm into forging custom agentic systems at scale at Mechanical Orchard. I continue to experiment with bleeding-edge tech, finding new and creative ways to explore what is possible.