Services

Fixed scope. Fixed price. A playable build every week.

Unity or Godot, I get your game across the finish line. And across engines, if that is what it takes.

Most of what blocks a game is not engine-specific: architecture, performance, multiplayer, tooling. I have worked in Unity professionally for 6+ years and I ship my own games and open-source tools in Godot. If your project is in another engine, ask. I will tell you honestly whether I am the right person.

How I work

How an engagement works

  1. 01

    You write, I reply within 48 hours.

    Send a build or a repo link if you can. We do a 30-minute call, free, to decide whether there is a fit.

  2. 02

    Written scope and milestone plan.

    You get a document with the scope, the milestones, what "done" means for each, and a fixed price. No estimate that grows.

  3. 03

    A playable build every week.

    Each week ends with a build you can run and a short written update: what changed, what is next, what worries me.

  4. 04

    You own the code.

    Work happens in your repository from day one. No lock-in, no licence, no dependency on me.

  5. 05

    Stop after any milestone.

    Pay per milestone. If the project changes direction or the money runs out, you keep everything delivered and we stop cleanly.

Payment: 50 % at the start of each milestone, 50 % on delivery of the milestone build.

Packages

Start small. Every package ends in something you can run.

Prices in USD.

01

Codebase Audit

Know what is broken before you spend money fixing it.

Price
$1,800 · fixed
Fixed price for a single Unity or Godot project. Larger or multi-project codebases quoted after a 30-minute look. If you continue into a Project Rescue within 30 days, the audit fee is credited against the first milestone.
Timeline
1 week

Who it's for

Founders or producers who inherited a codebase, lost their programmer, or are about to commit a budget to a project they cannot evaluate themselves.

What you get

  • An architecture map: what the systems are, how they talk, where the load-bearing walls are.
  • A tech-debt register: every significant problem, with severity and an effort estimate.
  • A performance snapshot: profiler captures and the top offenders.
  • Project health: version control (missing .meta files, broken references), build pipeline, dependencies, engine version risk.
  • A ranked risk list: what actually stops you shipping, in order.
  • A 30/60/90-day plan, with the first milestone scoped and priced.
  • A one-hour walkthrough call, recorded if you want it.

Where this comes from

On Hometopia I inherited four years of other people's code after a rough Early Access launch. On Fleet Commander: Pacific I took over a repository with no documentation and missing Unity .meta files. Both times the first job was the same: find out what was actually broken before touching anything.

02

Project Rescue

I take over the codebase and get it to the next milestone, or to launch.

Price
From $4,500 per 2-week milestone
Timeline
1 to 3 days for a critical fix · 2 weeks per milestone

Who it's for

Stalled or orphaned projects. The programmer left, the studio shrank, the launch went badly, or the backlog is so tangled nobody wants to touch it.

What you get

  • A milestone plan with a fixed price per milestone, usually 2 weeks each.
  • A playable build and a written update every week.
  • Stabilisation first: crashes, broken references, save data, build pipeline.
  • Then the features or content the milestone needs.
  • Handover documentation so the next person, or your future hire, is not starting from zero.

Tiers

Critical fix

One blocking bug or crash, reproduced, fixed and explained. 1 to 3 days.

$600–$1,500

Milestone

Two weeks of work against a written scope, ending in a playable build.

From $4,500 per 2-week milestone

To launch

Several milestones, planned and priced after an audit.

Quoted

Where this comes from

Hometopia: I joined as the UI developer, stayed when the team went from 15 to 5, became lead, and rebuilt multiplayer from scratch in under a month when the hire responsible for it faked his progress. Fleet Commander: Pacific: took over after the previous developer left mid-project and shipped multiplayer, AI and designer tools on top of a codebase I had to untangle first.

03

Unity → Godot Migration

Decide with real numbers. Move without losing the game you already built.

Price
Quoted · typically from $6,000
Timeline
Consulting: 1 week · Plan: 1 to 2 weeks · Migration: quoted

Who it's for

Unity teams weighing a move to Godot, or already committed and in need of a plan. Also studios choosing an engine for a new project who want an opinion from someone working in both.

What you get

  • Engine-choice consulting: two working sessions and a written recommendation with the trade-offs for your specific game: platforms, console porting partners and their cost, team skills, asset pipeline, timeline.
  • Migration plan: an inventory of what moves as-is, what gets rewritten, what gets dropped, with an effort estimate per system and a milestone plan.
  • The migration itself, run as Project Rescue milestones: a playable Godot build every week, with the Unity build kept alive until parity.

Tiers

Engine-choice consulting

Two sessions and a written recommendation. 1 week.

$900 · fixed

Migration plan

System-by-system inventory, effort estimates and milestones. 1 to 2 weeks.

Quoted

The migration

Run as milestones with a playable Godot build every week.

Quoted · typically from $6,000

Mid-project engine switches used to be unthinkable. MegaCrit rebuilding Slay the Spire 2 on Godot made them a real option. They are still expensive, and most of the cost is in knowing what not to port.

Where this comes from

6+ years of professional Unity, from Epic Chef to leading Hometopia. Godot in my own shipped games and tools: The Coalition (Godot 4.3, built in 72 hours), the Kickback physics-reaction plugin, an RTS with 13,000+ lines of GDScript, and Estragon-9B, a GDScript coding model verified against the engine itself.

04

Performance Rescue

Profile first. Fix what actually drops frames or crashes.

Price
$2,500–$5,000
Timeline
1 to 2 weeks

Who it's for

Games that stutter, take too long to load, crash on memory, or run fine on the lead's machine and nowhere else. Especially before a launch, a showcase or a console submission.

What you get

  • A profiling report: where the time and memory actually go, with captures.
  • Fixes for the top offenders, in order of player impact: memory, frame time, load time, GPU.
  • Before/after measurements on your target hardware.
  • A short guide so the team does not reintroduce the problem.

Where this comes from

Hometopia shipped with years of accumulated performance debt and memory-related crashes. Object pooling, LOD streaming, texture atlasing and material consolidation removed the crashes and brought memory under control.

05

Prototype Sprint

A playable vertical slice you can pitch, test or fund.

Price
$3,000–$6,000
Timeline
1 to 2 weeks

Who it's for

Founders who need to prove a mechanic to a publisher, a platform or themselves before committing a team. Also studios exploring a new engine with a small real project instead of a tutorial.

What you get

  • A scoped one-page design brief we agree on first.
  • A playable build (PC or web) with the core loop, not placeholder menus.
  • Clean project structure you can keep building on, not a throwaway.
  • A written note on what I would do next and what it would cost.

Where this comes from

The Coalition, a complete political strategy game, was built in Godot in 72 hours with a team of three. At Viral Studios I built VR/AR prototypes for Oculus Quest and HTC Vive on short cycles.

06

Tools & Pipeline Automation

Remove the work that should not need a programmer.

Price
$1,500–$5,000
Timeline
3 to 10 days

Who it's for

Teams where designers, writers or artists wait on engineers for routine tasks, or where builds and releases are manual and break.

What you get

  • Editor tools for your content workflow: setup, validation, preview.
  • Build and release pipeline: automated builds, versioning, store uploads.
  • Asset pipeline automation: import rules, thumbnails, addressables, atlases.
  • Controlled use of AI coding assistants in your workflow, if you want it: repository conventions, review gates and a short guide for the team. Code assistance only, never generated content in the game.

Where this comes from

On HPL: Nyarlathotep Rising I built the visual narrative editor and the runtime behind it, so a writer could build branching storylines without a programmer. On Hometopia, editor tools for item setup, Unity Cloud Build automation and a thumbnail pipeline on Addressables.

A note on AI

I use AI coding assistants the way I use a profiler or an IDE: to move faster on work I already know how to do. I review and take responsibility for every line that ships. I do not put generative art, audio or writing into anyone's game.

FAQ

Questions founders ask

Do you work hourly or on retainer?
No. Every engagement is a fixed-scope milestone with a fixed price and a playable build at the end. You can stop after any milestone.
We just need one bug fixed. Is that too small?
No. That is the Critical fix tier of Project Rescue: one blocking bug, reproduced, fixed and explained, in 1 to 3 days.
Who owns the code? Will you sign an NDA?
You own everything. I work in your repository from day one. I sign NDAs before looking at anything.
What happens after the audit?
You get the report and the plan whether or not you hire me for the next step. If you continue within 30 days, the audit fee is credited against the first milestone.
Do you work with Unreal or other engines?
My professional work is in Unity and my own games are in Godot. Architecture, performance and multiplayer problems are mostly engine-agnostic. Ask, and I will tell you honestly whether I am the right person.
How do time zones work with a US team?
I am in Spain (CET). Your 9 a.m. on the East Coast is my 3 p.m., so we overlap every working day and you wake up to progress.
Can you join our team for the long run?
Yes, as a sequence of milestones. No retainers and no minimum commitment. Many rescues turn into a year of milestones; the point is that you decide every two weeks.

Have a game that deserves to ship?

Hand me the codebase nobody wants to own. I'll ship it.

I reply within 48 hours. Spain (CET): your East Coast morning is my afternoon.