Full game development
End-to-end build of a mobile or PC game — concept, core loop, content pipeline, store submission and launch support.
Seven years of Unity and C# work across mobile, multiplayer and live products — used to take an idea to a shipped, profitable game, or to rescue one that is already in flight.
Pick a whole game or a single hard problem. Each track can run standalone or fold into an existing team and codebase.
End-to-end build of a mobile or PC game — concept, core loop, content pipeline, store submission and launch support.
Combat, progression, economy, inventory, matchmaking — the systems that decide whether a game holds people past day one.
Events, remote config, A/B tests, analytics and the internal tools your team needs to run a title after launch.
Load time, frame budget, memory and build size passes on live titles, driven by profiling rather than guesswork.
Embedded senior engineer or tech lead for an existing team — architecture calls, code review, roadmap and delivery cadence.
Fast, honest prototypes and playable ads to test a mechanic, pitch a publisher or validate a market before full spend.
Scope and cost are quoted per project after a short call. No packaged tiers — the work decides the shape.
A defined game or feature with an agreed scope, milestones and a launch date.
I join your team for a set number of days per week and own an area of the product.
A short, focused engagement: architecture review, performance audit or technical due diligence.
A predictable sequence with a playable build at every stage, so you always know where the project actually stands.
A call to pin down the goal, platform, audience and constraints. You get a written scope and a realistic timeline.
The core loop first, playable early. We validate feel and feasibility before content and art scale up.
Systems, content pipeline and backend built in weekly increments with a playable build at every milestone.
Performance passes, device testing, balance tuning and store assets until the build holds up on mid-tier hardware.
Release, then live ops: events, analytics, remote config and iteration based on what real players actually do.
A playable prototype usually lands in 3-6 weeks. A full mobile title depends on scope, but most fall between 3 and 9 months from brief to store.
You do. Source, assets and accounts are handed over at the end of the engagement, documented so another team can pick it up.
Yes. A lot of the work is joining a live or half-built project — reviewing the architecture, fixing what blocks release, then shipping.
Both. I can deliver solo on focused scopes, or lead and coordinate artists, designers and additional engineers when the project needs them.
Send a short brief by email. If it's a fit, we do a call, then you get a written scope, timeline and quote before anything is committed.
A few lines about the game, the platform and your timeline is enough to start. You get an honest answer on scope and fit — even if the answer is that I'm not the right person for it.