Long-term hire

Long-term & contract work.

Beyond one-off commissions, I'm available to join a game team on a longer-term, hourly basis. Small indie studios, hobbyist groups or solo developers building a first game — I can step in as a team member and contribute consistently over time.

This page covers how it works, the roles I can fill, what I need from you before we start, and the terms to be aware of. It's written so that even if you've never hired anyone before, you'll know what to expect.

Coverage

What I can own

I'm a generalist across the character pipeline — I can take a project from blockout to in-engine setup, and write the shaders or tools it needs along the way. Coverage depends on the engine.

Primary engine — broadest coverage

Unity

Unity is my main engine. I can cover most production areas, with the strongest coverage in character-focused 3D work and programming.

  • 3D Artist — modeling, texturing, UV work
  • Animator — gameplay cycles, cinematics, emotes, blend trees
  • Technical Artist — shaders (HLSL / Shader Graph), particle systems, optimization
  • Programmer — C# gameplay systems, editor tools, UI, networking basics
  • Rigger — character rigs, physics bones, cloth systems
  • Pipeline / Integration — asset pipelines, build tooling, project setup

The one role I don't cover is musician / sound designer. My experience is more limited in highly specialized UI art and scenario-focused art direction — for larger productions I'd recommend dedicated specialists in those areas where possible.

Secondary engine — focused scope

Unreal

Unreal isn't my main engine, but I have real experience with it. For Unreal projects I can take on:

  • 3D Artist — character models, props, environment assets, Metahuman-compatible work
  • Animator — character animation, UE5-ready rigs, retargeting-friendly setups

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

To join a project, I need to understand it first — not to gatekeep, but to make sure I can genuinely help.

  1. 01A Game Design Document, or a detailed description

    A Game Design Document (GDD) is a written plan for your game: what it 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 — 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. If I can see what you're building, I can tell you honestly which parts I can help with, roughly how many hours it might take, and whether the scope is realistic.

  2. 02No GDD yet? That's fine

    Many people don't have one, especially early on. In that case, send 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 description detailed enough to evaluate the scope and give you an honest answer about what I can contribute.

  3. 03I can also write 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 organize your vision into a structured plan — gameplay, scope, technical requirements and milestones.

    A solid GDD is useful regardless of whether we end up working together long-term: it's something you can share with any collaborator, publisher or team member later on.

Terms

How it works

  • 01Hourly billing, transparent time tracking

    For long-term work I charge by the hour. You tell me what you need, I estimate the hours, and I log my time so you always know what I'm spending it on. No hidden fees — you only pay for hours actually worked. We agree on a rate upfront, and invoices go out on a regular cycle (weekly, biweekly or monthly, whatever suits the project).

    This model works well for ongoing projects because it lets you scale up or down depending on what each stage needs.

  • 02No 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, at an agreed hourly rate, settled on a regular schedule.

    It isn't personal — it's how I keep the work sustainable. Revenue-share puts all the risk on my side, and in my experience it doesn't lead to healthy working relationships.

  • 03I'll be honest about what I can and can't do

    After reviewing your project, I'll give you a clear assessment: which 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.

  • 04Availability

    Long-term projects are scheduled alongside my other work. We'll agree on a weekly hour commitment that works for both sides, and I'll communicate proactively if my availability changes.

FAQ

Common questions

How does payment work?

I charge by the hour at a rate we agree on upfront. I log my time transparently and you only pay for hours actually worked — no hidden fees. Invoices go out on a regular cycle: weekly, biweekly or monthly, whichever suits the project.

Do you take revenue share or deferred payment?

No. I don't take "pay when the game makes money" or percentage-of-revenue deals, regardless of the project's size or potential. Payment is for time worked, settled on a regular schedule.

What if I don't have a Game Design Document?

That's fine — many people don't, especially early on. Send whatever you have: concept art, references, a written idea, a pitch deck, or just a conversation about your vision. I need enough detail to evaluate the scope and tell you what I can contribute.

If you'd like, I can also be hired separately to write the GDD with you.

Which engine do you work in?

Unity is my main engine, with the broadest coverage — 3D art, animation, technical art, programming, rigging and pipeline. I also work in Unreal in a more focused scope: 3D art and animation, including Metahuman-compatible and UE5-ready work.

Is there anything you don't cover?

I don't do music or sound design. My experience is also more limited in highly specialized UI art, scenario-focused art direction, and broader Unreal programming (Blueprints, gameplay, technical art). For larger productions I'd suggest dedicated specialists in those areas.

How much time can you commit?

Long-term work is scheduled alongside my other projects. We'll agree on a weekly hour commitment that works for both sides, and I'll let you know in advance if my availability changes.

Contact

Send your project description or GDD and let's see if it fits.

Get in touch