THE WORK OF CALEB WIEMAN

INDEPENDENT BUILDER / 2026

From workflows
to worlds.

I build software that moves work forward.
And experiences that take it somewhere new.

Explore the collection
01 / GHOSTHANDSAPPLE VISION PRO
GhostHands spatial learning workspace with a paper lesson and translucent hands in the visionOS simulator
Learn by doing.
In the space around you.
SASEHACKS 2026
SIMULATOR CAPTURE

Business software. Spatial computing. Websites. Experiments.

Including the AIGENTIC archive

01 / THE COLLECTION

Curiosity, put to work.

A closer look at what I've made,
how it works, and where it stands.

24 PROJECTS / SELECT A PROJECT TO EXPLORE

visionOS simulator · authored paper-boat lessonSASEHacks 2026

Spatial computing01 / 2026

GhostHands

A hands-on lesson, placed right in front of you.

Original · collaborative hackathon project

Original · collaborative hackathon project / 2026

GhostHands

GhostHands brings demonstrations out of a flat video and onto a real tabletop. Translucent hands, animated models, spoken instructions, and reference video share one spatial workspace on Apple Vision Pro.

visionOS simulator · authored paper-boat lesson
visionOS simulator · authored paper-boat lessonOpen full-size ↗

What I built

  • A table-anchored workspace with animated paper-boat instructions and hand-joint recording and replay.
  • Interactive teaching models for engines, turbines, gears, brakes, pumps, cams, belts, and crank mechanisms.
  • Lesson authoring with written steps, video timestamps, fingertip-placed arrows, and importable lesson files.
  • Voice commands, offline narration, and an experimental iPhone-to-Apple Watch haptic relay.

The idea behind it

Watching someone do a task is different from understanding where your own hands should go. GhostHands explores that gap by putting the demonstration where the work happens.

My contribution

Built with Ethan Holm at SASEHacks. My work centered on the native spatial workspace, interaction, learning tools, mechanical labs, and companion-device experiments.

Interactive disc-brake teaching assembly · simulator
Interactive disc-brake teaching assembly · simulatorOpen full-size ↗
PROJECT CONTEXT

Submitted to SASEHacks. The images are simulator captures. Demonstrations are authored illustrations; arbitrary YouTube videos are not automatically converted to 3D. Watch feedback remains experimental.

SwiftSwiftUIRealityKitARKitvisionOSWatchConnectivity
Actual Crank adaptation development capture · machinery and liftExperimental port

Spatial computing02 / 2026

Crank

An industrial horror game you operate with your hands.

Independent visionOS adaptation

Independent visionOS adaptation / 2026

Crank

A native Apple Vision Pro adaptation of Crank It! that turns the game's machinery into a spatial interaction problem: a lift, physical controls, a CRT console, and the tension of working in a confined industrial space.

Actual Crank adaptation development capture · machinery and lift
Actual Crank adaptation development capture · machinery and liftOpen full-size ↗

What I built

  • A themed three-dimensional CRT menu and equipment console, designed for mixed reality.
  • Physical, look-and-pinch, and hybrid controls with adjustable interaction settings.
  • Placement and seated/reclined calibration, spatial audio, and revised pause and return flows.
  • Iterations on the lift, crank, keyboard interactions, cables, collision, lighting, and lifecycle recovery.

The idea behind it

A port becomes interesting when the original interaction is rethought for the device. Here, the challenge was making machinery feel usable with bare hands while preserving the game's atmosphere.

My contribution

Native adaptation, spatial interface, control design, and integration work. Original Crank It! by James Dornan and Mike Klubnika; original game content retains its creators’ authorship.

Original spatial CRT menu from the native adaptation
Original spatial CRT menu from the native adaptationOpen full-size ↗
PROJECT CONTEXT

Personal experimental adaptation, not an official release. Headset comfort and final interaction quality remain iterative. No game download is distributed here.

visionOSSwiftUIHand trackingSpatial audio
Original Wieman OS revenue interface · existing synthetic-data demoPublic product

Systems & AI03 / 2026

Wieman OS

One private console for an independent operator.

Original software product

Original software product / 2026

Wieman OS

Wieman OS brings the moving pieces of a service business into one workspace: clients, follow-ups, tasks, revenue, connected tools, and an AI copilot. It is designed to run in the owner's hosting and database accounts.

Original Wieman OS revenue interface · existing synthetic-data demo
Original Wieman OS revenue interface · existing synthetic-data demoOpen full-size ↗

What I built

  • An operations overview connecting the client pipeline, daily priorities, and financial reporting.
  • Connections for supported email, calendar, billing, hosting, and AI services.
  • A contextual copilot with review and confirmation around sensitive actions.
  • A separate public demo using synthetic business records, plus a guided installation path.

The idea behind it

Running a small business often means constantly switching between disconnected tools. The console gives the operator one place to regain context and decide what needs attention.

My contribution

Product design, application development, integrations, public demo, and the installation experience.

PROJECT CONTEXT

The public demo uses sample data and responses. A production installation requires the owner's provider accounts and permissions.

JavaScriptSupabaseVercelStripeAI integrations
Spatial code map · visionOS simulatorWeb + visionOS prototype

Spatial computing04 / 2026

POLY

Spread an idea around the room. Follow its connections.

Collaborative academic prototype

Collaborative academic prototype / 2026

POLY

POLY explores spatial learning through connected code, anatomy, and other systems. Instead of flattening every relationship into a document, it gives the learner a map they can arrange, inspect, and follow.

Spatial code map · visionOS simulator
Spatial code map · visionOS simulatorOpen full-size ↗

What I built

  • A web study workspace and a native Vision Pro prototype with connected, movable source panes.
  • Code imports, dependency tracing, expandable readers, and grounded explanations.
  • Surround layouts, panel grips, resizing, and experiments with room-aware placement.
  • Learning flows for exploring, tracing, comparing, explaining, and pinning evidence.

The idea behind it

Some ideas are easier to understand when their relationships stay visible. POLY asks what learning looks like when the room becomes the workspace.

My contribution

Technical prototype and native Vision Pro development within a five-person OU project team.

PROJECT CONTEXT

Academic prototype. The submitted explanation engine used deterministic logic; it should not be mistaken for a general-purpose live AI tutor. Room placement and gesture comfort remain areas of iteration.

SwiftUIRealityKitARKitJavaScriptSpatial learning
Hand-armor render from the development projectNative prototype

Spatial computing05 / 2026

Stark Workshop & Hands

A workshop, a heads-up display, and wearable digital tools.

Fan-inspired interaction experiment

Fan-inspired interaction experiment / 2026

Stark Workshop & Hands

A set of Iron Man-inspired Vision Pro experiments combining an immersive workshop, holographic panels, calibrated hand armor, repulsor interactions, and a heads-up display.

Hand-armor render from the development project
Hand-armor render from the development projectOpen full-size ↗

What I built

  • A combined native experience for workshop, passthrough, hand fitting, and HUD experiments.
  • Hand calibration, articulated armor placement, and rigid/flexible material experiments.
  • Movable spatial panels, palm-based interaction, floor placement, and spatial sound.

The idea behind it

This project is a test bed for interfaces that live around the body: what should follow your hands, what should stay in the room, and what should stay in view?

My contribution

Native application, interaction experiments, hand calibration, rendering integration, and iteration from headset feedback.

PROJECT CONTEXT

Unofficial fan-inspired prototype, with third-party assets. It is not affiliated with Marvel or an official product. Visual fit, tracking latency, and comfort remain experimental.

SwiftRealityKitARKitHand tracking
Original fleet dashboard rendered locally · synthetic maintenance dataPrivate prototype

Systems & AI06 / 2026

Premier Fleet

Maintenance records that become a usable fleet workflow.

Business software prototype

Business software prototype / 2026

Premier Fleet

A fleet-maintenance application built around the practical work of logging service, organizing equipment records, and turning scattered maintenance information into something a team can find and act on.

Original fleet dashboard rendered locally · synthetic maintenance data
Original fleet dashboard rendered locally · synthetic maintenance dataOpen full-size ↗

What I built

  • A purpose-built maintenance application with authenticated access and role-aware views.
  • Structured equipment and service records, reporting, and data-driven assistant experiments.
  • A workflow shaped around actual maintenance-entry requirements rather than a generic dashboard.

The idea behind it

The useful system is the one that fits the daily user's work. This build focused on getting the maintenance workflow right before expanding the platform.

My contribution

Application design, implementation, database and authentication integration, and prototype iteration.

PROJECT CONTEXT

Private prototype; not presented as an adopted production system. Customer records and internal documents are not included in this portfolio.

Next.jsTypeScriptSupabaseWorkflow design
Original rental command center rendered locally · synthetic staysPrivate prototype

Systems & AI07 / 2026

Pixler HQ

Rental operations, connected from arrival to checkout.

Real-estate software prototype

Real-estate software prototype / 2026

Pixler HQ

A real-estate operations workspace exploring how stays, units, finances, connected devices, and an assistant can work together. The project includes an automation engine for check-in and checkout workflows.

Original rental command center rendered locally · synthetic stays
Original rental command center rendered locally · synthetic staysOpen full-size ↗

What I built

  • A command center for units, stays, finance, settings, and automation history.
  • Integration adapters for payments, smart locks, thermostats, banking, and messaging.
  • Check-in/checkout logic, overlap checks, local-time scheduling, and a contextual assistant.

The idea behind it

A rental workflow crosses both software and the physical world. The interesting engineering is making those transitions explicit, recoverable, and visible.

My contribution

Application, interaction design, automation engine, integration architecture, and reliability work.

PROJECT CONTEXT

Prototype. Real hardware and third-party connections depend on configured accounts; a working interface is not a claim of a fully connected live property.

Next.jsSupabaseIntegrationsAutomation
Companion V20 order console · synthetic orders; separate from the earlier shipping scriptPrivate automation + prototype

Systems & AI08 / 2026

Shipping & Order Operations

From incoming orders to fulfillment and tracking.

Operational tools · Plasma Bionics

Operational tools · Plasma Bionics / 2026

Shipping & Order Operations

Operational software developed during my work with Plasma Bionics: an earlier WooCommerce-to-UPS shipping workflow, and a related order-management console for viewing orders, fulfillment, tracking, and customer links.

Companion V20 order console · synthetic orders; separate from the earlier shipping script
Companion V20 order console · synthetic orders; separate from the earlier shipping scriptOpen full-size ↗

What I built

  • An order-to-fulfillment workflow linking WooCommerce orders with UPS shipping.
  • Automation around the repeated steps of preparing and processing outgoing orders.
  • A companion order-management interface with an open-order queue, shipment tracking, and links to customer organizations.

The idea behind it

Re-entering the same information across systems creates work without adding value. This project connected the tools around the actual fulfillment process.

My contribution

Shipping-service integration and operational workflow implementation, plus order-management interface development.

PROJECT CONTEXT

The image shows the related V20 order-management console rendered locally with synthetic orders. The earlier WooCommerce-to-UPS automation was a separate workflow with no standalone dashboard.

WooCommerceUPSWorkflow automation
Original V20 fleet interface rendered locally · synthetic device telemetryEngineering prototype

Systems & AI09 / 2026

V20 Device Platform

A bridge between embedded hardware and a fleet dashboard.

Connected-device development

Connected-device development / 2026

V20 Device Platform

A connected-device development effort spanning an Arduino Opta firmware port and a web platform for sterilizer telemetry, device state, manuals, and support workflows.

Original V20 fleet interface rendered locally · synthetic device telemetry
Original V20 fleet interface rendered locally · synthetic device telemetryOpen full-size ↗

What I built

  • Firmware and interface work around an Arduino Opta-based controller.
  • A fleet dashboard for telemetry, cycle history, device configuration, and diagnostic views.
  • Customer-portal and assistant experiments grounded in device records and manuals.

The idea behind it

Useful device software connects three perspectives: the controller's state, the service team's diagnosis, and the operator's next action.

My contribution

Firmware port, dashboard and portal development, and device-to-cloud integration experiments.

PROJECT CONTEXT

Engineering prototype spanning firmware and web software. Hardware integration and real-device validation are separate from the dashboard demonstration.

Arduino OptaEmbedded systemsTypeScriptTelemetry
Original loan-modeling workspace · built-in sample dealArchived prototype

Systems & AI10 / 2026

Covenant

Financial calculations in code. Explanations in plain language.

Finance application prototype

Finance application prototype / 2026

Covenant

A loan-package studio exploring how deterministic financial calculations can support an AI-assisted narrative. The key design choice was to keep the model from being the calculator.

Original loan-modeling workspace · built-in sample deal
Original loan-modeling workspace · built-in sample dealOpen full-size ↗

What I built

  • A TypeScript engine for amortization, cash-flow projections, coverage ratios, and stress scenarios.
  • A workspace for inspecting a deal and its assumptions.
  • Narrative generation grounded in computed results, with a deterministic fallback.

The idea behind it

An explanation is more useful when the numbers can be traced back to explicit calculations. The prototype separates calculation from prose generation.

My contribution

Financial-engine prototype, interface, and narrative integration.

Five-year cash-flow projection in the original workspace · sample deal
Five-year cash-flow projection in the original workspace · sample dealOpen full-size ↗
PROJECT CONTEXT

Archived prototype using sample cases and scripted intake. The calculation engine is implemented; some analytical assumptions remained open for further review.

TypeScriptNext.jsFinancial modelingAI narrative
Original timing interface rendered locally · fictional runnersWeb application

Experiments11 / 2026

Pioneer Timer

Cross-country timing that keeps working off the grid.

Community / team tool

Community / team tool / 2026

Pioneer Timer

An offline-first timing tool built for my dad's work with the Stillwater High School cross-country team. The interface is designed around the moments when a coach needs fast, readable timing rather than another account to manage.

Original timing interface rendered locally · fictional runners
Original timing interface rendered locally · fictional runnersOpen full-size ↗

What I built

  • An on-device progressive web app with runner timing and roster tools.
  • Shareable roster links and files, plus printable PDF results.
  • A compact, precision-instrument interface with stable, readable time displays.

The idea behind it

A tool used beside a race should work where the race happens, even without a reliable connection.

My contribution

Product design, offline application, roster sharing, and PDF generation.

PROJECT CONTEXT

Built as a family/team favor. The hosted app is access restricted. Rosters and results are stored on the device, with explicit sharing.

PWAOffline-firstJavaScriptPDF generation
Original audio dashboard · local interface capture with audio and GPS disabledWeb experiment

Experiments12 / 2026

Ghost Piston

A virtual engine, synthesized in the browser.

Original audio experiment

Original audio experiment / 2026

Ghost Piston

A browser-based synthetic engine-sound experiment for an electric vehicle. Rather than looping a recording, it explores engine character through real-time audio synthesis and a driving-inspired interface.

Original audio dashboard · local interface capture with audio and GPS disabled
Original audio dashboard · local interface capture with audio and GPS disabledOpen full-size ↗

What I built

  • A Web Audio synthesis engine with multiple engine presets and per-cylinder firing behavior.
  • GPS-driven input experiments, audio limiting, and a responsive visual HUD.
  • A self-contained application with an offline render harness for checking audio behavior.

The idea behind it

Sound design becomes a systems problem when the sound has to respond continuously to changing input.

My contribution

Application design, audio synthesis, browser interface, and signal-validation tooling.

Original engine-preset library · local interface capture
Original engine-preset library · local interface captureOpen full-size ↗
PROJECT CONTEXT

Personal audio experiment. Browser and GPS behavior vary by device; it is not a vehicle control system.

Web AudioAudioWorkletDSPCanvas
Three-dimensional map viewer · visionOS simulatorExperimental port

Spatial computing13 / 2026

LibreQuake Hands

A classic shooter, rebuilt around controller-free interaction.

Open-source game adaptation

Open-source game adaptation / 2026

LibreQuake Hands

A native immersive Vision Pro adaptation using LibreQuake content, with hand-driven movement and combat, spatial menus, campaign progress, and experiments that turn a scanned room into a play space.

Three-dimensional map viewer · visionOS simulator
Three-dimensional map viewer · visionOS simulatorOpen full-size ↗

What I built

  • Hand-only locomotion, aiming, jumping, and a physical axe interaction mode.
  • Immersive rendering, positional audio, campaign saves, and a three-dimensional map viewer.
  • Room Hunt experiments using scanned spaces for encounters and pickups.

The idea behind it

The port explores how established game mechanics translate to hands, head movement, and the room around the player.

My contribution

Native adaptation, hand controls, spatial menus, room-play experiments, and testing. Original engine and LibreQuake content retain their upstream authorship.

PROJECT CONTEXT

Experimental adaptation; local and simulator testing do not establish headset comfort or sustained performance. No game package is distributed here.

visionOSNative engine integrationARKitHand tracking
Native Development launcher · cropped visionOS simulator capturePersonal development app

Spatial computing14 / 2026

Development Hub

Multiple spatial experiments. One consistent way in and out.

Native integration project

Native integration project / 2026

Development Hub

A native host for several Vision Pro experiments, with a compact spatial launcher and shared conventions for entering, pausing, and leaving immersive experiences.

Native Development launcher · cropped visionOS simulator capture
Native Development launcher · cropped visionOS simulator captureOpen full-size ↗

What I built

  • A minimal icon-based launch interface for integrated experiences.
  • Lifecycle integration across different native and game-engine components.
  • Shared attention to exit gestures, resource boundaries, saves, and return-to-menu behavior.

The idea behind it

Integration is its own piece of engineering: several experiences need to coexist without leaving stale scenes, windows, audio, or input behind.

My contribution

Host application and integration work across the spatial project collection.

PROJECT CONTEXT

A personal development environment, not a public app store or a way to redistribute third-party games.

SwiftUIvisionOSEngine integrationLifecycle design
Development capture · native bedroom sceneExperimental port

Spatial computing15 / 2026

A Restless Dream

A horror experience designed around a reclined viewpoint.

Independent visionOS adaptation

Independent visionOS adaptation / 2026

A Restless Dream

A native Vision Pro adaptation of a sleep-paralysis horror experience, with particular attention to the player's reclined viewpoint, calibration, room-scale presentation, and the transition from menu into the scene.

Development capture · native bedroom scene
Development capture · native bedroom sceneOpen full-size ↗

What I built

  • Native immersive rendering and a spatial menu.
  • Reclined calibration, gaze-and-pinch confirmation, and revised gameplay controls.
  • Work on startup, scene loading, original-content integration, and menu lifecycle.

The idea behind it

When the expected posture changes, the interface has to change with it. This project explores interaction and orientation from a bed or reclined position.

My contribution

Native port and interface adaptation. The original game's story, scenes, and creative assets are not my original work.

PROJECT CONTEXT

Personal native adaptation with local development captures. Original game content retains its upstream authorship; the port is not publicly distributed.

visionOSGodot integrationSpatial UICalibration
Actual game-development capture · local desktop preview of the adaptationExperimental port

Spatial computing16 / 2026

Hunting Hands

A narrative game, translated into immersive hand controls.

Independent game adaptation

Independent game adaptation / 2026

Hunting Hands

A native Vision Pro adaptation of Hunting by KitsuKell, exploring controller-free movement, rifle interaction, a scope, and narrative progression in an immersive scene.

Actual game-development capture · local desktop preview of the adaptation
Actual game-development capture · local desktop preview of the adaptationOpen full-size ↗

What I built

  • A native Godot/visionOS runtime path with hand input and spatial menus.
  • Locomotion, aim/fire, scope controls, pickup/drop-off, and story transitions.
  • Tracking-loss input release, pause, replay, and host integration hooks.

The idea behind it

The challenge is to preserve a game's sequence and atmosphere while replacing desktop input with spatial interaction.

My contribution

Native adaptation and controls; original game by KitsuKell.

PROJECT CONTEXT

Personal experimental port. The standalone handoff was locally built and tested; physical Vision Pro behavior was not validated in that handoff. No game download is offered.

GodotvisionOSCompositorServicesARKit
Native rendering test from the adaptation · simulator eye captureExperimental port

Spatial computing17 / 2026

Total Chaos AVP

A complex survival game, brought into a native headset runtime.

Independent game adaptation

Independent game adaptation / 2026

Total Chaos AVP

An experimental Vision Pro adaptation of the free GZDoom edition of Total Chaos, spanning immersive rendering, hand controls, spatial menus, and the less visible work of inventory, saves, and lifecycle recovery.

Native rendering test from the adaptation · simulator eye capture
Native rendering test from the adaptation · simulator eye captureOpen full-size ↗

What I built

  • A native GZDoom-to-visionOS runtime with stereo rendering and original audio integration.
  • Hand-driven combat, locomotion, inventory, crafting, journal, and save/load work.
  • A spatial map-case console and recovery paths for interrupted or failed sessions.

The idea behind it

Getting a world to render is only the start. The project focused on preserving the supporting systems that make a long-form game playable.

My contribution

Runtime port, spatial interface, control mapping, and targeted local verification. Original game, engine, and assets retain their upstream authorship.

PROJECT CONTEXT

Personal adaptation of the free GZDoom edition. Verification covered targeted local scenarios rather than a full campaign or complete headset playthrough. The port is not publicly distributed.

GZDoomC++visionOSSpatial controls
Spatial game-menu development captureExperimental adaptation

Spatial computing18 / 2026

Buckshot Spatial Study

Tabletop tension as a spatial interaction experiment.

Personal port / interaction study

Personal port / interaction study / 2026

Buckshot Spatial Study

A personal Vision Pro development study around a tabletop roulette-style game, using an existing community codebase to investigate a spatial menu, game presentation, and host integration.

Spatial game-menu development capture
Spatial game-menu development captureOpen full-size ↗

What I built

  • Vision Pro integration experiments for an existing Godot game codebase.
  • Spatial menu and presentation work within the wider Development project.

The idea behind it

A tabletop game provides a concrete setting for testing where a spatial interface should sit and how a player should interact with it.

My contribution

Port and interface experimentation. Based on OpenBuckshotRoulette by 1503Dev; original Buckshot Roulette by Mike Klubnika.

PROJECT CONTEXT

Unofficial personal study. Original game rights remain with the creator; no source or game assets are distributed through this portfolio.

GodotvisionOSSpatial UI
Procedural creature proof render from the original asset pipelineResearch prototype

Spatial computing19 / 2026

WildWorld

Describe a habitat. Explore a living spatial world.

Original environment prototype

Original environment prototype / 2026

WildWorld

A Vision Pro research project that turns a natural-language world request into a validated scene specification, then assembles a habitat with procedural environments and behavior-driven creatures.

Procedural creature proof render from the original asset pipeline
Procedural creature proof render from the original asset pipelineOpen full-size ↗

What I built

  • A structured world specification and native RealityKit scene architecture.
  • Procedural pipelines for vegetation, environments, creatures, and ambient sound.
  • Behavior models and validation tooling to keep generated content within explicit contracts.

The idea behind it

Generated worlds need more than a compelling prompt. The project explores the structure, asset pipeline, and behavior rules that make a requested environment coherent.

My contribution

Application architecture, procedural asset tooling, and world-generation experiments.

Environment texture and vegetation proofs from the original procedural asset pipeline
Environment texture and vegetation proofs from the original procedural asset pipelineOpen full-size ↗
PROJECT CONTEXT

Research prototype with stylized placeholder creatures. Photorealism and fully verified headset behavior are not claimed.

SwiftRealityKitProcedural assetsBehavior AI
In-game development capture · stylized OU campusDesktop prototype

Experiments20 / 2026

OU After Dark

A familiar campus, reimagined after hours.

Original game prototype

Original game prototype / 2026

OU After Dark

A survival-game prototype set in a stylized interpretation of the University of Oklahoma campus, combining recognizable landmarks, exploration, encounters, and extraction-style objectives.

In-game development capture · stylized OU campus
In-game development capture · stylized OU campusOpen full-size ↗

What I built

  • A campus world with mapped exterior buildings and enterable landmark interiors.
  • Story and encounter flows, inventory and weapons, voiced scenes, and adjustable audio.
  • Save/checkpoint behavior, map navigation, difficulty settings, and a packaged desktop build.

The idea behind it

This project combines world-building with the practical systems behind a playable game: progression, readable objectives, recoverable sessions, and a coherent sense of place.

My contribution

Game implementation, campus-world assembly, interface, and iterative playability work.

PROJECT CONTEXT

Independent student game prototype. Campus and characters are stylized; it is not an official OU product or an exact digital replica.

GodotGDScript3D world buildingGame systems
Apex website concept · browser captureConcept build

Websites21 / 2026

Apex Custom Innovations

An automotive website with the finish of a custom build.

Uncommissioned website concept

Uncommissioned website concept / 2026

Apex Custom Innovations

A premium website concept for an automotive customization shop, built around a sharp, restrained layout, strong photography, service discovery, and a clear route to an inquiry.

Apex website concept · browser capture
Apex website concept · browser captureOpen full-size ↗

What I built

  • A responsive single-page website with an automotive visual identity.
  • Service sections, a gallery, location information, and a quote-composer flow.
  • Keyboard, mobile, security-header, and interaction refinements.

The idea behind it

The design aims to let the craftsmanship carry the page, with the interface giving the work room to speak.

My contribution

Website design and implementation as a prospect concept.

PROJECT CONTEXT

An uncommissioned concept, not the company's adopted website or evidence of a client relationship. Photography and brand assets belong to Apex.

HTMLCSSJavaScriptResponsive design
Personal brand homepage · browser capturePublic websites

Websites22 / 2026

Wieman Systems & Personal Brand

A clear digital home for the work and the person behind it.

Original brand websites

Original brand websites / 2026

Wieman Systems & Personal Brand

The Wieman Systems website and my personal brand site communicate the same approach from two perspectives: the systems I build and the person accountable for building them.

Personal brand homepage · browser capture
Personal brand homepage · browser captureOpen full-size ↗

What I built

  • A monochrome visual system with architectural typography, restrained motion, and responsive layouts.
  • Service and product pages, contact flows, and a dedicated portfolio.
  • Performance-minded static pages and consistent navigation across the personal site.

The idea behind it

A business website should make the work understandable and make the next step obvious.

My contribution

Design, development, content, and ongoing iteration.

PROJECT CONTEXT

The personal site is this portfolio's home. The business site includes the Wieman OS product showcase.

HTML / CSSJavaScriptNext.jsVercel

Systems & AI23 / 2026

Email & Productivity Agents

A second pass over the busywork, with a person in control.

Internal automation tools

Internal automation tools / 2026

Email & Productivity Agents

A collection of internal tools exploring inbox triage, drafting, follow-up awareness, and the small recurring tasks that otherwise disappear between work sessions.

Wieman OS inbox actions · existing synthetic-data demo
Wieman OS inbox actions · existing synthetic-data demoOpen full-size ↗

What I built

  • Email-watch and action-item tooling.
  • Context-aware drafting and follow-up workflows.
  • Integration experiments connecting the inbox with an operations workspace.

The idea behind it

The value of an agent is often in remembering the small things reliably, then giving the operator enough context to make the decision.

My contribution

Workflow design, integrations, and internal tooling.

PROJECT CONTEXT

The screenshot shows inbox actions in the related Wieman OS console using its synthetic-data demo. Earlier email-watch tools ran separately; the image does not establish that a historical agent is currently running.

Email APIsAI agentsAutomationOperations tooling
Original client setup-guide template · example client; account details removedInternal platform

Systems & AI24 / 2026

Client Delivery Toolkit

The foundation underneath a repeatable client delivery.

Reusable engineering tools

Reusable engineering tools / 2026

Client Delivery Toolkit

Reusable starting points and delivery tools for client projects: brochure and application starters, onboarding workflows, branded setup materials, and operational utilities.

Original client setup-guide template · example client; account details removed
Original client setup-guide template · example client; account details removedOpen full-size ↗

What I built

  • Static-site and full-stack application starters with shared design and security conventions.
  • Onboarding forms, client setup guides, invoice tooling, and reusable delivery workflows.
  • Project checks and integration patterns that reduce repeated setup work.

The idea behind it

Good foundations let the next project spend more time on the client's actual problem.

My contribution

Tooling, templates, workflow design, and ongoing refinement.

PROJECT CONTEXT

The original setup-guide template is shown with an example client and account-specific fields removed. This internal toolkit supports the wider project collection.

TemplatesAutomationDocumentationDeveloper tooling

02 / EARLIER CHAPTER

Before Wieman Systems.
AIGENTIC Automations.

The first chapter: websites and automation work for small businesses, before the move to Wieman Systems.

These projects are part of the history. The old deployments were retired; this is an index of earlier work, rather than a gallery of currently available sites.

01

Stillwater Turf & Power

Local business website

Archived
02

Detailing / Clean Slate

Automotive-service website work

Archived
03

Asian Massage Spa

Local-service website concept

Archived
04

Outrun Games

Entertainment website

Archived
05

Yucca

Small-business website

Archived
06

Hillcrest Church

Community website

Archived
07

AIGENTIC Automations

The original agency website

Archived

Historical builds and concepts, not a list of current clients. Original screenshots and project files have not been recovered for these entries. Unfinished leads and empty stubs are not counted as completed builds.

03 / WHAT COMES NEXT

Have something
worth building?

A repetitive workflow. A product idea.
A different kind of experience.

PROJECT EXPLORER

Let's map your system

Book a call

Tell me what you're trying to build — I'll reply personally within one business day.