A Hero's Way

Technical writer turned front-end developer

Making complex things clear and usable.

From trophy guides to front-end development, clarity has been the through-line.

Explore my journey

I started writing trophy guides after finding inefficient or abandoned resources—and changed requirements that existing guides never covered. Improving that experience grew into years of hands-on UX/UI work, then into front-end development and systems thinking.

2018–2025

Documentation & UX/UI

Started writing guides in late 2018. Developed my approach to usable, maintainable documentation on TrueTrophies (2018–2024) and Blogger (2020–2025).

Sep 2025–May 2026

Web & mobile development

Began formal study, then continued through self-directed learning as my pace and learning style moved beyond the coursework.

Sep 2025–Oct 2026

Systems thinking

Developed the structural framework behind my portfolio, connecting content, interface, and the systems that support them.

Foundational guide projects

Dev Log: Refactoring the Trophy Guide UI: A New Tag System

Engineering Evolution: Trophy Template Refactor

During the early development of PSTrophyGuides, I experimented with a trophy-tagging system designed to improve information density within trophy entries.

The goal was to quickly communicate additional trophy attributes, such as stackability, grind requirements, known bugs, difficulty spikes, and other completion-related considerations without forcing users to read entire strategy sections.


The Problem

The original implementation relied on a collection of individually managed layout containers and tag elements.

While functional, the system gradually became difficult to maintain as trophy descriptions increased in complexity.

  • Inconsistent alignment between trophies.
  • Layout instability caused by varying description lengths.
  • Additional HTML overhead for every trophy entry.
  • Increased maintenance requirements when modifying layouts.

The Refactor

To stabilize the layout, I redesigned the component structure and experimented with a floating-block architecture.

By utilizing controlled float: left positioning alongside clear: left constraints, trophy metadata could remain grouped while allowing description content to flow naturally around it.

This eliminated several edge cases that occurred when trophy descriptions varied significantly in length.


Results

  • Improved consistency between trophy entries.
  • Reduced visual clutter.
  • Simplified maintenance requirements.
  • Created a foundation for future template experimentation.

Although this implementation was eventually replaced as the platform evolved, it represented an important transition away from rigid, hard-coded layouts and toward reusable component-based design.


Lessons Learned

This refactor reinforced an important principle that would later influence Version 1.0.0 of PSTrophyGuides:

A stable documentation platform is built from reusable components, not one-off layout solutions.

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