I'm Axel Ohresser, also known as Coconuts XXS! I'm a creator blending my 3 main passions: programming, 3D & music
This is where I regrouped every project I made since I'm 11. I tried to organize and explain them as best as possible to share everything I've been doing on my computer. I hope you'll take a look and appreciate it!
To create my different projects I always choose professional, free and preferably open source softwares. Most of the time Blender, VS Code, Unity and Garageband/Logic Pro.
I always enjoyed video games and wanted to create things since I'm kid. The first concrete project I created was a little video game on Scratch when I was in primary school. It taught me the basics of programming and made me want to create bigger projects.
At 12 years old I learned Blender (without any notion of English), I became able to create models with awkward geometries but at least looking okay. I also learned the basics of animation.
Right after, I started to learn C# for Unity engine (because pure Python was too abstract and boring) and after a lot of hard time trying to understand free french tutorials I was able to program minimal working scripts.
In October 2021 I set myself the challenge of creating a complete video game from scratch in Unity and creating every assets myself in Blender and Garageband. I set myself a deadline of December 24th. During these months of intense learning and work on my free time, the 24th of December I had my app file ready with my game working.
After my first big project I made some prototypes of ideas on Unity that I continued in the future. I continued to learn Blender and Unity trought little prototype projects.
In August 2022 I decided to make a second opus of my project of the previous year with the same deadline.
I kept the same universe but with a completely new gameplay and graphisms way more pro than the previous one. Instead of a level styled game I choosen to divide it in chapters with more cinematics and unique environnements instead of assets-made levels.
After monthes of hard working I was able to respect the deadline with a result truly better than the first opus.
In December 2022 (in parallel of my second video game project) I started learning Javascript for Node JS which was really fast thanks to my knowledges in C#. Then, I started making a special project: a large and complexe kind of society game directly in Discord messaging.
During the first half of 2023 I made a lot of little projects in Javascript and Unity. I learnt HTML and CSS and made creations unrelated to big projects.
During summer vacations of 2023 I started one of my biggest video game project which is still unfinished today. I had already prototyped the concept years before and I decided to really make it.
This time my creative process was a lot more organized: I thought a lot about all complex technical aspects and made algorithmic schemes to have a perfectly organized code structure.
I'm not working on it anymore because it's really time consuming but from everything I built during almost a year I know the project is feasible with time. I documented all my work in details on this website.
As a Splatoon fan, a 3D artist and programmer I developped a Blender add-on in Python allowing to: create game-accurate Splatoon characters with customization in few clicks, import any Splatoon 3D game file into Blender with accurate shading and even ink effect to paint the ground dynamically easely.
I coded a website to publish it for free without really promoting it. The add-on is still used by the creative Splatoon community today and the Discord server count more than 200 users.
Later, after working on other projects, as a fan of Minecraft modding and modpack creator I had the idea to develop an application to create complexe modpacks. As I write this today there is no real usefull software to browse, configure, organize and modify mods so I decided to combine a lot of QoL features that I think were missing in every existing launchers.
I coded the app in Javascript on Electron, I also made a browser extension to connect the app to Firefox for special features.
Until October 2024 I had never composed any music for something else than a video game so I decided to release a single on Spotify and started making a visual identity for my artist profile.
I never really shared my musical works because I find promotion boring so my Spotify page is more like a clean collection of my best musical works. I published two albums and I'm still making new music outside of my bigger projects.
During the summer 2025 I decided to make a more advanced version of an old project/prototype I made. The concept is to make a completely human-independent messaging AI which can join servers, make decisions, have memory about its past interactions with users to create relationships.
I chose a solution that is 100% local, lightweight, eco-friendly, and privacy-respecting. My goal wasn't to create a new LLM from scratch but to make an algorythm handling an existing one to create adapted prompt in any situation to make the llm control its account. I spent weeks learning the true functioning of a text-to-text AI in order to master its prompting perfectly, to know its limits. I also learnt a bit of C++ to use llama-cpp library.
I finally decided to make an app allowing to customize the adaptive prompting (personnality, memories, etc.) with a clean UI in HTML, CSS, JS and a backend in C++ to maximize the performances. I documented all my ideas to create the best illusion of real human in this website and I'm planing to continue this project.
The previous Minecraft modpack maker app showed me it was possible to reshape a game from external software. I always dreamed of an immersive Minecraft launcher where, instead of a 2D UI, the player spawns in a customizable Minecraft lobby and can enter modded worlds simply by walking into a portal. I began turning this idea into reality: an immersive launcher built inside Minecraft, where even modpacks are created in-game. By reading mods and Minecraft source code, the app can accurately recreate Minecraft worlds and 3D models. This project is a sub-project of my original modpack maker and shares much of its code.
It taught me a lot, including voxel generation, decompression, and data parsing.