OGAL + Token Toss
A public-good asset protocol and the end-to-end game that demonstrates portable, verifiable, creator-owned levels.
What the system had to solve
- Let creators own and update game assets without forcing every studio to maintain a custom on-chain program.
- Keep manifests format-agnostic while preserving a canonical ownership and audit record.
- Prove the infrastructure in a product people could actually build and play with.
How I approached it
- Designed namespaced authority, deterministic addresses, guardrails, and content-hash verification.
- Built command-line operational tools and a reusable Solana Toolbelt for Unity.
- Created Token Toss end-to-end, including its in-game editor and publishing flow.
What changed
- OGAL is deployed on Solana mainnet as open public-good infrastructure.
- Every Token Toss level can be published, updated by its owner, and read without another write transaction.
- The implementation is documented in public repositories for review and reuse.
Outcome language is drawn from Nick’s project record. Where a number is not independently published, the wording identifies it as a portfolio-reported result.
What the project taught me
Prove the protocol through a complete creator product instead of asking an abstract infrastructure claim to carry the idea.
Open infrastructure earns trust when authority, verification, and implementation can all be inspected.
Useful for creator ecosystems, public-good protocols, portable assets, and products that need credible ownership beyond one application.
What this work demonstrates
- Protocol design
- Rust / Anchor
- Unity
- Creator economy