Illustrated portrait of Patrick Krebs at a retro terminal

Producer · Director · Engineer

Animated television.
Twenty years.
Still making it.

Executive Producer, Director, and VFX Supervisor on animated series for network and streaming — and a writer, systems architect, and technology engineer building the tools and pipelines the work runs on.

Selected Work

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The metrics, the bio, the numbers that update nightly.

A living About page that gets pushed fresh data every evening — career stats, GitHub contributions, AI usage, and whatever else seems worth tracking.

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Work History

Two decades of
animated
storytelling.

Scroll down through time — from current productions back to where the career began. Each project shaped the one that followed.

About

Animation producer.
Writer. Collaborator.

Two decades producing animated television — from production floors to executive producing original series, some of which have won awards and aired in dozens of countries. This page updates nightly with metrics from work, life, and whatever else I'm curious about.

Career Metrics

Years Producing Award-Winning Series
Updated nightly
Episodes Produced & Supervised
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Series & Productions
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Emmy Nominations
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GitHub Contributions

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Claude Code

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Longest streak
d
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OpenAI Codex

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AI Usage

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Claude Usage
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OpenAI Usage
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Wardenfall

Total Sessions
383
▲ 12.4%
Active Users
354
▲ 8.7%
Peak Day
Friday
Peak Hour
9 PM
Daily Traffic Sessions Active users
Weekly Usage Pattern
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Peak Hours Heatmap · Day × Hour
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The
writing.

About this section Long-form pieces on animation, production, craft, and whatever else is demanding attention. Organized by series and standalone essays.

Project status

Turn-based strategy · Live in your browser

Wardenfall

A web tribute to the 1990s BBS door games — a persistent-world barony you rule fifteen turns at a time, with an economy that moves whether or not you are watching.

What it is

Independent homage · not affiliated

In 1992 you dialled a bulletin board, burned your fifteen turns for the day, and hung up. Somebody else was doing the same thing an hour later, and the world moved without you. Wardenfall is that loop, rebuilt properly — a modern browser game that keeps the shape of the original and drops none of the cruelty.

You hold a barony. You raise soldiers and jets and turrets, work eight kinds of land, trade grain and iron against a market whose prices are set by what everyone else is doing, and decide every day whether the neighbour who has been quietly buying tanks is a trade partner or a target. Turns refresh on a real clock. Alliances are real contracts. The ledger does not forgive you.

The systems layered on top — champions who level and die, expeditions into fog, sieges against other players' holds, an arena, a spellbook, a living faction economy — all resolve through the same engine, which is measured against a simulation harness rather than tuned by feel. When the numbers were found running backwards in August, they were found because the harness said so.

The systems

All live
The barony
Eight region types, five unit classes, food, gold, population and popular support — all on a daily production cycle that runs whether you log in or not. Buildings take real time to raise.
A live economy
Prices move on supply and demand from actual player trades, with ninety days of price history you can chart. A bounty board carries the demand side, and the treasury pays interest on what you bank.
Champions
A roster of heroes with classes, dual-class ascension, gear, traits and permanent death. The armory rates every item against the real combat engine and will fit your best loadout for you.
Expeditions
Scout the fog, find leads, then ride out. Rations, veterancy, a raid atlas and a success calculator that tells you the truth before you commit troops you cannot get back.
Conquest
Sieges against other players' holds, resolved turn by turn on a hex board with aimed spells, splash falloff, frozen ground and war machines. Land actually changes hands.
The arena
Duels and wave survival on the sand, sharing the same spell table and the same maths as the siege board — pinned to it by a parity guard so the two can never quietly drift apart.
Diplomacy
Five pact types, real tech transfer between allies, espionage in four flavours, and a faction standing system that remembers exactly who you have been.
Live-ops
A world-events engine, daily contracts, login streaks, a realm feed, and an in-game ticket book where beta players file bugs that get triaged and answered — often the same night.

Build progress

Traffic

Live GA4 · trailing 30 days
Total Sessions
Active Users
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Peak Hour
Daily Traffic Sessions Active users
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Hourly Usage Pattern
Peak Hours Heatmap · Day × Hour
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Dev log

Roadmap

Four phases
Phase 1
The core game
A faithful recreation of the door-game loop — barony, economy, combat, diplomacy, rankings — plus everything built on top of it since launch.
Complete · live
Phase 2
Polish and reach
Interface unification across every screen, a mobile pass, deeper Discord integration and a proper new-player on-ramp. The current work.
In progress
Phase 3
The land layer
An on-chain token and prime regions as tradeable land, so conquest moves something real. Design stage. Always free to play — paying accelerates, never gatekeeps.
Design
Phase 4
Season one
Ninety-day seasons with a reset, persistent land across them, and rule changes the realm votes on. Not started.
Planned

Built with

Solo build
Next.jsTypeScriptReactPrismaPostgreSQLTailwind CSSJWT authRender

Wardenfall is an independent homage to Barren Realms Elite (Mehul Patel, 1992) and the BBS door games of that era. It is not affiliated with, endorsed by, or derived from the original or its rights holders.

Fifteen turns a day.

Free to play, no download, runs in the browser. The realm advances at Pacific midnight whether or not you showed up.

Claim a barony →
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