Services

You don't need code. You need a result.

A website is only useful once it brings in a client. A game only exists once people can play it. A lesson only counts once you can build on your own. Each offer below ends there, not at the hand-over.

01 · Idea to first client

Not just a website.

Your first client

I don't stop at a live URL. We define who you sell to and what a visitor should do on the site, I build it, and I stay until a real person contacts you or buys through it.

For
Freelancers, small businesses and founders launching an offer, with or without an existing site.

How it goes

  1. Clarify

    What you sell, to whom, and the one action a visitor should take. This decides what gets built.

  2. Build

    The site or platform (WordPress, Next.js or custom), domain, hosting, email, and the contact or payment flow, tested end to end.

  3. Launch

    Search indexing, analytics, social cards and a visible way to reach you on every page.

  4. First client

    We watch what real visitors do and adjust copy, pages and forms until the first enquiry or sale comes in.

Included

  • Positioning and page plan
  • Design and development
  • Domain, hosting and email set-up
  • SEO basics and analytics
  • Contact or payment flow
  • Post-launch adjustments
02 · Prototype to store page

Not just game development.

Your game, published

Plenty of games die as prototypes. I take yours to a version people can actually download: the systems in Unreal Engine 5, the polish, the build, the store page and the submission.

For
Solo developers and small teams with an idea or a prototype, and designers or artists who need the code side handled.

How it goes

  1. Scope

    We cut the game down to a version you can ship, and pick the platform: itch.io, Steam, or FAB for tools and templates.

  2. Build

    Core systems in C++ exposed to Blueprint, your art and audio integrated, plus menus, saves and settings.

  3. Ship

    Packaged builds, store page, screenshots and trailer capture, and the submission handled with you.

  4. After launch

    First patches from player feedback, and a project you and your team can keep building on.

Included

  • Scope and milestone plan
  • Gameplay systems in UE5 C++ and Blueprint
  • Menus, saves and settings
  • Packaged, tested builds
  • Store page and submission
  • Post-launch patches
03 · One-to-one mentoring

Not just video tutorials.

Your own teacher

A course shows you my project. Mentoring builds yours. We meet live, work on your code, and I'm there between sessions when you get stuck.

For
Beginners who want to finish a first game, developers moving to Unreal Engine 5 and C++, and small teams adopting the engine.

How it goes

  1. Assess

    Where you are, what you want to build, and what is in the way. We set a goal you can actually reach.

  2. Roadmap

    A plan from your current level to that goal, built around your project rather than generic exercises.

  3. Sessions

    Live, screen-shared sessions on your code: architecture, debugging, C++ and Blueprint, step by step.

  4. Between sessions

    Code reviews and questions answered by message, so you keep moving without waiting for the next call.

Included

  • Initial assessment
  • Personal roadmap
  • Live one-to-one sessions
  • Code reviews
  • Support between sessions
  • Notes and resources after each session

How we work

One goal, one plan

Every offer follows the same path, so you always know what happens next.

  1. Call

    You tell me where you want to end up. I tell you honestly whether I can get you there.

  2. Proposal

    A written scope, timeline and price, before anything starts.

  3. Build

    Regular check-ins where you see progress, not a silent few months.

  4. Result

    We finish when the result is reached: the client, the published game, the skill. Then follow-up.

Which one is yours?

Tell me where you want to end up. We'll pick the offer, or shape one.