Hire Me for Your Game Project
Besides one-off commissions, I'm available to join game development teams on a longer-term, hourly basis. Whether you're a small indie studio, a hobbyist group, or an individual building your first game, I can step in as a team member and contribute consistently over time.
This page explains how it works, what roles I can fill, what I need from you before we start, and the terms you should be aware of. I've written it so that even if you've never hired someone before, you'll know exactly what to expect.
How payment works
For long-term project work I charge by the hour. You tell me what you need, I give you an estimate of how many hours it will take, and I log my time transparently. There are no hidden fees and no surprises—you only pay for the hours I actually work.
This model works well for ongoing projects because it lets you scale up or down depending on what your project needs at any given stage.
What I can do in Unity
Broadest coverage
Unity is my primary engine. I can provide broad support across most production areas (with the exception of music and sound), with particularly strong coverage in character-focused 3D creation and programming:
The only role I do not cover is musician / sound designer. While I can contribute in many other areas, my experience is comparatively more limited in highly specialized UI art and scenario-focused art direction; for larger productions, I recommend expanding the team with dedicated specialists in those disciplines when possible.
What I can do in Unreal
Focused scope
Unreal isn't my main engine, but I've accumulated real experience with it. For Unreal projects I can take on the roles of:
For broader Unreal roles (Blueprints, gameplay programming, technical art), my coverage is more limited. I'll always be upfront about what I can and can't take on for your specific project.
Before we start: what I need from you
For me to join a project, I need to understand it first. This isn't about gatekeeping—it's about making sure I can genuinely help. Here's why and how:
A Game Design Document (GDD) or detailed project description
If you're not familiar with the term, a Game Design Document is essentially a written plan for your game. It describes what the game is, how it plays, what features it has, and what the scope looks like. It doesn't need to be a 100-page professional document—even a few well-organized pages or a clear presentation can work.
The point is simple: I need enough information to assess whether I'm a good fit for your project. If I can see what you're building, I can tell you honestly which parts I can help with, how many hours it might take, and whether the scope is realistic.
What if I don't have a GDD?
That's perfectly fine—many people don't, especially early on. In that case, send me whatever you do have: concept art, references, a written idea, a pitch deck, or even just a conversation about what you envision. The more detail, the better.
At minimum, I need a detailed enough description so I can evaluate the project scope and give you an honest answer about what I can contribute.
I can also create the GDD for you
If you have a strong idea but no formal plan yet, I can be hired to create the Game Design Document itself. This is a separate, paid task where I help you organize your vision into a structured plan—covering gameplay, scope, technical requirements, and milestones.
Having a solid GDD benefits you regardless of whether we end up working together long-term: it's something you can share with any collaborator, publisher, or team member down the line.
Important terms
Please read these carefully before reaching out.
No revenue sharing or deferred payment
I do not accept "we'll pay you when the game makes money" or percentage-of-future-revenue arrangements. This applies to all projects regardless of size or potential. Payment is for time worked, billed at an agreed hourly rate, and settled on a regular schedule.
This isn't personal—it's how I keep my work sustainable. Revenue-share models carry all the risk on my side, and I've found they don't lead to healthy working relationships.
Hourly billing, transparent time tracking
I log my hours and you'll always know what I'm spending time on. We agree on an hourly rate upfront, and invoices are sent on a regular cycle (weekly, biweekly, or monthly—whatever suits your project).
I'll be honest about what I can and can't do
After reviewing your project, I'll give you a clear assessment: what roles I can cover, where I might need support, and whether the scope is realistic. If I don't think I'm the right fit, I'll tell you—no hard feelings.
Availability
Long-term projects are scheduled alongside my other work. We'll agree on a weekly hour commitment that works for both sides. I'll communicate proactively if my availability changes.
Interested in working together?
Send me your project description or GDD and let's see if there's a good fit. Even if you're early stage, I'm happy to take a look.
Get in touch