A selfie of me.
Twitter @mysterysal
Github mysterymachine
Email sal@sisyphus.rocks

Hey, I'm Sal Becker, a Brazilian born programmer and artist. I primarily work on games and fullstack web apps. When I work on games, I collaborate with comics artist KJ Martinet to make art games that explore the dynamic between play and art. I'm a Clojure and functional wizard. I like Javascript, and I've been exploring methods of writing it more functionally. I also enjoy educating others and giving talks. I am a gradudate of the Recurse Center's Fall II class of 2015 and I'm a Software Engineer at Adaptly.

I am also a strong believer in human rights. While my games focus on advocacy of feminist, racial, economic, or queer rights, I also advocate through pushing for more diversity in tech.

l When I am relaxing, I like playing games, weightlifting, watching Twitch.tv, watching movies and shows, comics, drinking, and dancing.

jobim - Recurse Center, Fall 2, 2015

A declarative, data driven slideshow framework that uses Clojurescript's homoiconic nature to allow presenters to write and run tests against their example code. Tests run live, and jobim integrates well with Figwheel, allowing for rapid development of presentations. jobim relies on a simple slide abstraction that you can extend.

folha - RC 2015, Still Under Development

A library for writing Clojure games in Unity. It aims to abstract a lot of the interop code that one would need to write in order to use Arcadia, and to provide functional or functional-seeming interfaces to Unity, while not letting go of the positive elements of Unity's built in component model system.

Kushana - Recurse Center, Fall 2, 2015

Kushana is a data driven, functional game engine authored in Clojure and Clojurescript. It is intended to be used for lo-fi 3d games, and for protyping networked games. In Kushana, you describe scenes as simple data, and then define middlewares that transform this data. Kushana then allows you to run that code both on the server and client sides. This project, as a proof of concept, is done, but its not fit for real development.

If a Tree Falls in the Forest - September, 2015

Worked with KJ Martinet to produce a short indie horror game for her art show, Abandoned Places, Forgotten Spaces. In the game, you wander around a forest finding the phantoms of dead animals as you hunt for food. It uses gameplay to explore the sudden and pervasive realities of death in nature. The game is in Unity, Arcadia, and Clojure. Featured at the NYC Arcade, Winter of 2015!

She Blinded Me With Science - March, 2015

Programmed a silly shoot 'em up game using Unity, Arcadia, and Clojure for an art show, She Blinded Me With Science: Women in Science Fiction. The game was presented at the show where people could play it live. The game was not released to the public, because it was more of an educational endeavor for the team, and not meant to receive the sort of polish that would warrant a public release.

Monster of the Week - February, 2015

A simple JS app that implements some stuff I learned while taking a Coursera course on Automata theory. It uses a syntax free grammar to generate random X-Files episodes. Was a submission for KJ Martinet's X-Files themed art show.

Skull Beggar - September, 2014

Skull Beggar was built using Ruby on Rails, Angular.js, and Heroku (if you're visiting this app, give Heroku a second to spin up). It's a cute little app that lets you bet on The Binding of Isaac: Rebirth runs. It's got a bunch of nifty features, and was built to be relatively mobile friendly.