<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Posts on Chikit Portfolio</title><link>https://www.chikit.ca/posts/</link><description>Recent content in Posts on Chikit Portfolio</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Tue, 12 May 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://www.chikit.ca/posts/index.xml" rel="self" type="application/rss+xml"/><item><title>Bayesian Networks in Game AI</title><link>https://www.chikit.ca/posts/your-post-name/</link><pubDate>Tue, 12 May 2026 00:00:00 +0000</pubDate><guid>https://www.chikit.ca/posts/your-post-name/</guid><description>&lt;h1 id="beyond-behavior-trees-the-case-for-bayesian-networks-in-game-ai"&gt;Beyond Behavior Trees: The Case for Bayesian Networks in Game AI&lt;/h1&gt;
&lt;h2 id="overview"&gt;&lt;strong&gt;Overview&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;Game AI hasn&amp;rsquo;t changed much in twenty years. Most NPCs — guards, enemies, companions — still run on the same basic logic they always have: a set of rules that says &amp;ldquo;if X happens, do Y.&amp;rdquo; It works well enough, and honestly, there are good reasons it became the standard. But for developers interested in pushing what NPC behavior can be, there&amp;rsquo;s a more expressive tool worth understanding.&lt;/p&gt;</description></item><item><title>WireNut Electrician Scraper</title><link>https://www.chikit.ca/posts/wirenut/</link><pubDate>Tue, 12 May 2026 00:00:00 +0000</pubDate><guid>https://www.chikit.ca/posts/wirenut/</guid><description>&lt;p&gt;Check out &lt;a href="https://github.com/superoak1/WireNut-Locator"&gt;WireNut Electrician Scraper&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;WireNut Scraper: How I Automated My Lead Generation&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Have you ever worked a shitty sales job where you had to prospect your own leads? I have and it was the worst, so I built this tool to generate leads for me without having to put in much work.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What is it?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;WireNut Scraper is a Windows desktop app that pulls licensed electrical contractor data from two official government registries — TSBC (Technical Safety BC) and ESA (Electrical Safety Authority Ontario) — and dumps the results straight into a Google Sheet. Enter a city, click Scrape, done.&lt;/p&gt;</description></item><item><title>Untamed Auto Digital Marketing</title><link>https://www.chikit.ca/posts/untamed-auto/</link><pubDate>Sun, 15 Mar 2026 00:00:00 +0000</pubDate><guid>https://www.chikit.ca/posts/untamed-auto/</guid><description>&lt;div style="position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;"&gt;
 &lt;iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen" loading="eager" referrerpolicy="strict-origin-when-cross-origin" src="https://www.youtube.com/embed/NetWYY7Kqp8?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0" style="position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;" title="YouTube video"&gt;&lt;/iframe&gt;
 &lt;/div&gt;

&lt;p&gt;Over the course of a year, I partnered with Untamed Auto — a Toronto-area detailing shop in the middle of a major pivot — to build their digital presence from the ground up. Under new ownership, the business was transitioning from a standard detailing shop into a destination for exotic and luxury vehicle owners. That meant building not just an audience, but an entirely new brand identity online.
The Challenge&lt;/p&gt;</description></item><item><title>Game Jam: Run Orpheus Run!</title><link>https://www.chikit.ca/posts/run-orpheus-run/</link><pubDate>Mon, 02 Feb 2026 00:00:00 +0000</pubDate><guid>https://www.chikit.ca/posts/run-orpheus-run/</guid><description>&lt;iframe frameborder="0" src="https://itch.io/embed/3928264" width="552" height="167"&gt;&lt;a href="https://arian-shahrabi.itch.io/run-orpheus"&gt;Run Orpheus Run! by Arian, superoak, NoahOutTheWoods, Ethan Ticar&lt;/a&gt;&lt;/iframe&gt;
&lt;p&gt;(please excuse the bad cover image, I&amp;rsquo;m no artist)&lt;/p&gt;
&lt;p&gt;Check out &lt;a href="https://arian-shahrabi.itch.io/run-orpheus"&gt;Run Orpheus Run!&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Run Orpheus Run! — TFS Game Jam, Summer 2025
A 3-day endless runner built on Greek mythology. You play as Orpheus fleeing the Underworld, with Hades closing in behind you. Navigate procedurally generated obstacles across three lanes, collect coins, and survive as long as possible before he catches you.
My roles:&lt;/p&gt;</description></item><item><title>Canadian Music Week 2017 Interviews</title><link>https://www.chikit.ca/posts/the-edge/</link><pubDate>Tue, 27 Jan 2026 00:00:00 +0000</pubDate><guid>https://www.chikit.ca/posts/the-edge/</guid><description>&lt;img src="\images\edge-horizontal.webp" alt="edge" width="600"&gt;
&lt;p&gt;Check out &lt;a href="https://www.youtube.com/playlist?list=PLBwTutHjhEeLuQ7jLVMzs19BiQspG1D3a"&gt;CMW 2017 Videos&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;The Edge x CMW 2017 — Band Interview Series&lt;/p&gt;
&lt;p&gt;A week-long production sprint in partnership with The Edge, filming and delivering 20 interviews with Canadian bands across Toronto. Each interview was filmed on-location at the band&amp;rsquo;s venue, coordinated and scheduled directly with the artists.&lt;/p&gt;
&lt;p&gt;My roles:&lt;/p&gt;
&lt;p&gt;Producer — Coordinated logistics across 20 bands, scheduling shoot locations throughout Toronto and building a production pipeline that maintained a ~24 hour turnaround per video&lt;/p&gt;</description></item><item><title>Game Jam: Rogue Malfunction</title><link>https://www.chikit.ca/posts/rogue-malfunction/</link><pubDate>Sun, 21 Dec 2025 00:00:00 +0000</pubDate><guid>https://www.chikit.ca/posts/rogue-malfunction/</guid><description>&lt;iframe frameborder="0" src="https://itch.io/embed/4155009" width="552" height="167"&gt;&lt;a href="https://arian-shahrabi.itch.io/rogue"&gt;Rogue Malfunction by Arian, Ethan Ticar, superoak, Alice_TFS&lt;/a&gt;&lt;/iframe&gt;
&lt;p&gt;Check out &lt;a href="https://arian-shahrabi.itch.io/rogue"&gt;Rogue Malfunction&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;A 4-day puzzle platformer built on a single core mechanic: dynamic control remapping. On entering each room, the game silently reassigns WASD inputs — turning movement itself into the obstacle. The design challenge was making that feel fair and readable without losing the disorientation that makes it work.
My roles:&lt;/p&gt;
&lt;p&gt;Systems Designer — Architected the input remapping system, defining the logic for how and when controls shift per room to ensure the mechanic felt intentional and tunable rather than arbitrary&lt;/p&gt;</description></item></channel></rss>