Dan Labriet has released his latest masterwork into the indie Mac game scene. It’s a highly polished 3d mini golf game, with a number of cool features.
My favorite is its iSight integration, which allows you to snap a photo to be used on your golfer’s avatar. The game also takes “polaroids” of significant events in your golfing exploits and saves them to a gallery for later viewing.
You can select these photos to e-mail, print, or upload to an online gallery on Dan’s site– all from within the game.
Wacky uses Newton Game Dynamics to handle physics, and it’s fun in and of itself to figure out what obscure corners of objects you can hit to send your ball flying in a preposterous path.
Graphically, the game sports a fur shader, depth of field, reflective water, and flowing lava with bloom lighting The player models are skeletally animated using Cal3D. But what’s most impressive is that Dan did all of the art and programming solo.
If only he’d used my story concept: You versus a cargo cult of mini golf worshipping cannibals..
So awhile back I was thinking, “You know what would be funny? A screen saver that fakes a kernel panic!”
For those of you who might never have seen one, a kernel panic is basically the most shocking crash that you can get on a Mac. It’s Apple’s equivalent to the famed Blue Screen of Death.
What a great way to play a prank on someone, or frighten yourself.
So here is the end result, a harmless screen saver that faithfully emulates the horrifying experience of a kernel panic. It comes complete with a misleading Quartz Composer Preview so that the effect is all the more terrifying.
Update: KPSaver is now 64-bit and compatible with Mac OS X 10.6 and above. Legacy users can download the old version here.
Since then, Doomlaser has stayed intentionally small, hands-on, and oriented toward experimentation at the edges of games and tools, including recent exploration of neural-network-driven workflows for game systems and creative software.
In parallel with games and tools, Doomlaser has spent the past decade exploring how abstraction, systems design, and institutional choices shape creative outcomes.
This line of thinking dates back to a 2015 public radio interview on WEFT 90.1 FM, where Mark framed artificial intelligence as a form of massively parallelized high-level algebra—powerful, non-mystical systems whose impact depends less on raw capability than on architecture, incentives, and governance.
That perspective now directly informs Doomlaser’s current work on Dream Factory: a performance-first creative infrastructure for working with scripts through rehearsal, iteration, and canonization, rather than one-shot generation.
Current focus
Alongside building original games and tools, Doomlaser occasionally works with other studios, founders, and research teams in a small, deliberately limited advisory capacity.
This work is not contract development or outsourced implementation. We instead focus on early-stage technical and creative judgment: helping teams clarify system architecture, surface hidden failure modes, and make high-leverage decisions before committing months or years of effort.
Typical engagements take the form of short, bounded conversations or reviews around topics such as:
• Evaluating whether an idea should be built at all—and if so, how
• Game & tool architecture at early, unstable, or transitional stages
• Diagnosing complexity, technical debt, or stalled projects
• Creative tooling and AI-assisted workflows where human authorship matters
This work is best suited to early conversations, inflection points, or moments where a project feels stuck or directionally unclear.
If the framing above resonates and feels relevant to where your work is right now, you can reach out briefly at