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.
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
Clarify
What you sell, to whom, and the one action a visitor should take. This decides what gets built.
Build
The site or platform (WordPress, Next.js or custom), domain, hosting, email, and the contact or payment flow, tested end to end.
Launch
Search indexing, analytics, social cards and a visible way to reach you on every page.
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
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
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.
Build
Core systems in C++ exposed to Blueprint, your art and audio integrated, plus menus, saves and settings.
Ship
Packaged builds, store page, screenshots and trailer capture, and the submission handled with you.
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
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
Assess
Where you are, what you want to build, and what is in the way. We set a goal you can actually reach.
Roadmap
A plan from your current level to that goal, built around your project rather than generic exercises.
Sessions
Live, screen-shared sessions on your code: architecture, debugging, C++ and Blueprint, step by step.
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.
Call
You tell me where you want to end up. I tell you honestly whether I can get you there.
Proposal
A written scope, timeline and price, before anything starts.
Build
Regular check-ins where you see progress, not a silent few months.
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.