Game Development

I build your game.
From idea to playable version.

I build 2D and 3D games in Unity for PC, Android, iOS and VR/XR devices. I can create a playable prototype, develop a small complete game or add features to an existing game. We agree what I will build, what it will cost and the delivery plan before work starts.

Independent practice · I do the engineering personallyEurope/Lviv · Remote worldwide

Prototype, test, then decide

Test the idea before funding the full game.

Start with one playable idea and the tracking needed to learn from it. A smaller scope can reduce the initial cost and time compared with developing the full game. We agree the work and budget for each stage separately.

Two years of rapid game prototyping

For two years, I worked in short development cycles, implementing individual gameplay mechanics in 1–3 weeks and preparing playable builds for testing.

Development · choose the scope

3–5 days

One simple mechanic

An indicative development range when suitable ready-made assets are available and the prototype needs one simple mechanic, limited content and an agreed test platform. We can use free or paid assets that fit the project.

1–3 weeks

A more involved prototype

An indicative development range for a more complex mechanic or a small combination of mechanics. Custom art, multiplayer, new server features or substantial content may require a separate scope and longer schedule.

Then · test with players

1–2 weeks

An initial look at the results

A possible first observation window after tracking is checked, the test is live and players start arriving. We review behavior, technical problems and acquisition costs where measured. Too few players or incomplete data may mean extending the test.

These are planning ranges, not fixed delivery promises. I confirm the schedule after reviewing the idea, available assets, platform and dependencies. Testing follows development; recruitment, campaign review or store approval can add time. A prototype is not a complete release-ready game.

What the test can tell us

  • Do players understand the first steps?
  • Where do they stop or leave?
  • Do they return and play again?

I use a structured testing process, adapted to the prototype, audience and budget. We agree the recruitment channels, advertising setup, metrics and responsibilities with you before testing.

We agree any paid asset licenses before purchase. Asset compatibility and permitted use need checking. Custom art, advertising, test-user recruitment and ongoing services are separate costs unless explicitly included.

Review the evidence together: develop further, change the idea or stop. The next stage needs a new agreement. An early test informs that decision; it does not guarantee demand, retention or revenue.

Discuss a first prototype

When this fits

Choose what the first version needs to do.

01

Playable mechanic prototype

Test the core gameplay with a playable build on an agreed platform. Placeholder art can keep the focus on the mechanic. Extra content, release polish and store preparation are separate unless included in the scope.

02

Small, complete game

Build a focused game with agreed content, menus, saves, testing and release preparation. Define what finished includes before production; a complete small game is a different deliverable from a prototype.

03

New features for an existing game

Add agreed gameplay, abilities, menus or other features to your prototype or game, or prepare it for release. Before work starts, we agree what must be ready, who supplies the assets and how you will check the result.

What you receive

The work and results we agree on.

A clear plan for the first playable version

Agree how the game will be built, which features the first version will include and how we will check that they work. That first version may test a gameplay idea, demonstrate a representative part of the game or complete an agreed set of features.

Connected game systems

Maintainable Unity architecture connecting the agreed gameplay, abilities, progression, UI, saves, analytics and platform integrations.

Device-tested builds

Windows, Android, iOS or headset builds as agreed, with performance profiling and fixes for device-specific issues within the defined testing scope.

Release preparation & handover

Build configuration, agreed release support and practical documentation covering setup, project structure and remaining work.

I remain your technical lead and main point of contact. Trusted creative and QA specialists can join by agreement; their work and fees are scoped explicitly, as are backend and publishing responsibilities. I estimate milestones after reviewing the requirements or code; release dates and store approval are not guaranteed.

Selected game-development evidence

Mobile, 2D and 3D systems—with the scope made explicit.

Each project below shows a different product shape and a specific engineering role. The public project videos, independent gameplay review and systems map are portfolio evidence—not claims about current store availability or commercial results.

Systems architecture map for Polar Station Survival
2+ years · 20+ systems · Android / iOS

Systems-heavy 2D mobile project

Polar Station Survival

Sole Unity Developer · Systems Architect

Owned the complete Unity implementation across a 2+ year production engagement and 20+ interconnected gameplay and technical systems, integrating the team’s art, audio, game design and balance work.

Read the full case study
Match Clash gameplay combining a matching puzzle board with lane-based unit battles
Match-2/3 experiments · Battles · Progression · Tooling

Hybrid mobile puzzle battler

Match Clash

Sole Unity Developer · Gameplay Systems Architect

Built the complete Unity implementation linking a 6×6 match board to unit classes, lane battles, towers, upgrades and 60 designer-authored level configurations at JetApps.

Read the full case study
Frosty Brawler Go mobile journey and combat screen
Unity 6 · Ability composition · Custom animation orchestration · Android

Data-driven mobile combat game

Frosty Brawler Go!

Sole Unity/C# Developer · Gameplay Systems Architect

Built the Unity gameplay and systems implementation around a three-option ability draft and composable runtime attacks, connecting status effects and combat stats to a configured 60-day journey and progression loop.

Read the full case study
AlienCore Contact mobile space-combat gameplay
Android · Combat · Crafting · Progression

Mobile arcade game

AlienCore: Contact

Sole Unity Developer & Game Designer

Took an original concept to a complete playable game, including spaceship combat, weapon crafting, ship upgrades and enemies with different weapons.

Watch project video

How we work together

From your idea to a version you can play.

  1. 01

    Understand the product

    Clarify the users, core experience, target platforms, current state and what the next release needs to achieve.

  2. 02

    Agree the first version

    Review constraints and choose a focused scope with explicit assumptions, dependencies and acceptance criteria.

  3. 03

    Build & review

    Implement in milestones, share working builds and explain technical decisions as they arise.

  4. 04

    Prepare for release

    Validate the agreed scope, address platform and performance issues, and prepare the builds and handover.

Relevant development experience

Experience behind the offer.

Hands-on Unity ownership across systems-heavy mobile games and a shipped Steam PCVR title. My role is engineering; each case identifies the team’s creative contribution.

Shipped Steam PCVR

Reach The Beat

Sole Unity engineer and technical owner across architecture, rhythm gameplay, XR interaction, tooling, builds and release delivery.

View the game on Steam

Systems-heavy mobile game

Polar Station Survival

Sole Unity developer and systems architect over 2+ years, connecting 20+ gameplay and product systems. The team supplied art, audio, game design and balance.

See what I built
See all selected work

Before we start

Clear expectations.

01Can you start from an idea, or do I need a prototype?

Either works. For a new game, I help choose how to build it and what the first playable version should include. If you already have a prototype, I check what can be reused and what needs work before adding features.

02How can we keep the initial budget manageable?

Choose one useful first scope instead of funding every feature at once. We agree deliverables, review points, dependencies, fee and delivery plan before work begins. Additional features, content or platforms are estimated before they are added.

03Which platforms and game types can you work on?

I can work on 2D and 3D Unity games for PC, Android and iOS, and games for PC VR and other XR devices. We agree the devices, store requirements and connections to other services before I estimate the work.

04Can we start small before committing to a full game?

Yes. We can start with a paid prototype to try the main gameplay, test a technical idea or check the game on a target device. I estimate that work after discussing the concept, available assets, device requirements and who will handle art, design, server features, testing and publishing.

05Can you bring in specialists, or work with my team?

Yes. I can involve trusted artists, QA testers, sound designers and game designers from my professional network, or work alongside your team. You continue to discuss the product and technical decisions with me. We agree each specialist’s availability, scope, fees and confidential access first. Backend development and other dependencies need separately agreed owners.

Discuss game development

What game would you like to create?

Share the game idea, target platform and what you want to try first. You do not need a complete design document to start the conversation.

Have a limited budget? Tell me your priority and the range you’re comfortable with. I’ll be clear about a realistic first step.

Confidential from the first conversation

I count contact interactions in aggregate, without visitor IDs or message contents.