AI agent system · in daily use
E.V.E. & The Haven
A local-first AI agent system that looks like a 16-bit island. Each agent sleeps in its own building and wakes only when an event needs it.
- 14 agents
- ~4,500-line spec
- 13 buildings, one job each
AI creative technologistIndie game developerCape Town
AI systems, games and 3D spaces, made with Blender, ComfyUI and Unreal Engine 5. Turn the sound on and the whole page listens.
The Haven, Overtone, PeeCee Critters, interiors and film, cut to one of the site's tracks.
Three systems I designed and built end to end. Each page shows the result, how it works and the decisions behind it.
AI agent system · in daily use
A local-first AI agent system that looks like a 16-bit island. Each agent sleeps in its own building and wakes only when an event needs it.
Solo-made game · free demo on Steam
A desktop pet with a creature-collecting RPG inside it. Design, code, pixel art, music, trailers and store assets, all by me.
Audio-reactive AI engine · in development
Listens to a track (tempo, beats, sections, energy) and uses it to direct generated visuals, so changes land on the music, not at random.
Scroll and E.V.E. wakes the island, one department at a time, ending at E.V.E.'s clock tower. With sound on, every lit window pulses to the music.
A local-first agent system. Agents sleep in their own buildings on a 16-bit island and wake only when there is work.
See the appCanvas loops for musicians: their cover art, moving on the beat behind every play on Spotify.
See OvertoneThe engine underneath: it listens to a track and turns tempo, beats and energy into visuals. Results shown, internals private.
See AMBRA desktop pet that roams your taskbar, meets wild critters and battles them. 107 critters, fourteen lands, no account. Free demo out now; full game January 2027.
Co-op survival of a night out for 1–5 players in Unreal Engine 5. Five friends, one night across Cape Town, from pre-drinks to sunrise. Concept renders and an Unreal greybox so far.

Residential and office interiors in the UK, South Africa and the US: survey, plans, construction drawings and renders, for studios and my own clients. The walkthrough above is my Camps Bay conversion, rebuilt in Blender.

56 frames on 35 mm film, most of them on a Minolta X-700, scanned from the negatives. Number plates blurred.
Every spread in the book above, laid flat. Brand, packaging, social and print.
ABOUT
I'm John Torbet, an AI creative technologist in Cape Town. I came up through interior visualisation, graphic design and film photography, and now build AI pipelines, real-time 3D and small games, mostly solo, end to end.
I like systems that make creative work repeatable: music that drives visuals, agents that sleep until there is work, worlds generated from a map. I design how they look, then make them run.
Open to remote creative-technologist roles and freelance work.
Message me on LinkedIn ↗CV · Instagram · PeeCee Critters on Steam
JOHN TORBET · CAPE TOWN