Video games · Unreal Engine 5
Video game development on Unreal Engine
I design and build games on Unreal Engine 5, in Blueprints and C++. From playable prototype to the vertical slice you show a publisher or a funding panel — the point where an intention becomes demonstrable.
Services
What I work on
Playable prototype
The game loop stripped to the bone, playable within weeks. It is the only honest way to find out whether an idea is fun: no design document answers that question.
Vertical slice
A short section of the game, finished to the intended quality: gameplay, art direction, sound, interface. What publishers, funding platforms and panels actually expect.
Creative direction
The world, the tone, the play intentions, and the trade-offs that hold them together. A game is lost more often by accumulating ideas than by lacking them.
Reinforcement on an ongoing project
Gameplay systems, editor tooling, interface, optimisation. For teams needing an extra pair of hands on Unreal for a defined period.
Method
How a production runs
Intention
What the player should feel, and through which actions. Before mechanics, before screens — this heading settles every later decision.
Prototype
No dressing, no final art. We only want to know whether the loop holds. If it does not, we learn that in weeks rather than months.
Iteration
People play, we watch without explaining, we fix. A player who needs the game explained is reporting a design problem, not a player problem.
Vertical slice
Raising quality across a short scope, up to a build you can hand a publisher without apologising for it.
Plainly put
Why I do not quote a full game as a fixed price
A complete game cannot be priced honestly up front. Nobody knows, before prototyping, how many iterations the loop will need — and a fixed price signed on that unknown always gets paid for: either by a rushed game to hold the budget, or by a contractor working at a loss who walks away.
So I work in stages, each priced and deliverable: prototype, then vertical slice, then production if the project warrants it. You decide at each step with something playable in hand rather than a document. Less appealing than a single quote, and far more solid.
FAQ
Frequently asked questions
- Do you work on engines other than Unreal?
- Unreal Engine 5 is my production engine. I would rather be genuinely good on one engine than passable on three — and on a game project, that difference shows.
- Can we start on a small budget?
- Yes, by starting with a prototype. That is exactly what it is for: validating the idea at contained cost before deciding whether the rest is worth the investment.
- Who owns the game?
- You do. The intellectual property and the sources are yours, written into the contract. You can continue with another team if you choose to.
- Can you also do the branding and the website?
- Yes, and on a game it is a real advantage: logo, presentation site, store page and marketing visuals designed by the same hand as the game, and therefore coherent with it.
- Do you help with funding applications?
- I produce the material that makes them possible — vertical slice, trailer, visuals. I am neither a publisher nor a funding consultant, and I will not pretend otherwise.
Got a game project?
Tell me the intention, even as a rough idea. I will tell you frankly what seems to hold, and which stage to start from.