Singularity™ markSingularity™

Founder / My story

I did not want
another game.

I wanted a sport where nothing settles — where the ball never belongs to you, only passes through you, and every touch rewrites the problem for everyone on the floor.

The arc

01

The itch

I kept watching games stall. Possession, reset, possession, reset. The best moments — the deflection, the scramble, the improvised angle — were the accidents between the rules. I wanted a sport made entirely out of those accidents.

02

The inversion

So I removed the thing every other sport protects: ownership of the ball. If you cannot hold it, you have to read it. Continuous redirection became the spine of the game instead of a side effect of it.

03

The center

Putting the goal in the middle, open on two sides, broke the field open. No back line to hide behind. No single direction of attack. Threat arrives from everywhere, and so does opportunity.

04

The geometry

A compact footprint — roughly 50 by 50 feet in current testing — compresses time. Decisions get faster, contact gets real, and angles become the actual skill.

05

The prototypes

Chalk lines, improvised goals, borrowed gyms, arguments about what counts as a legal contact. Every version taught me something the last one hid. Halves currently sit around 10 to 15 minutes because that is where the intensity holds.

06

The ecosystem

Singularity™ is one build inside Power Builders® — a broader effort to make physical, inventive things and put them in front of real people early, while they can still be shaped.

Physics first.
Opinions second.

Impact, momentum, deflection, recovery — those are not metaphors here, they are the mechanics. My job is to keep testing the sport honestly and to resist finishing the rulebook before the game has earned it.

What is written down today is developmental. What comes next gets decided on a floor, with people willing to play it, argue about it and break it.

Read the developmental rules