Freelance Unreal Engine & Full-Stack Developer
I build Unreal Engine gameplay systems and full-stack web apps. Freelance, and taking on work now.
Available for contract work
Three things, done properly. Tap one for the detail.
Every job is priced on what it actually involves. Tell me what you need and I'll quote it.
The short version of how I got here.
Started a games design degree, carrying on with client work alongside it.
Built the narrative, dialogue and terminal systems for my Unreal project, including a command registry that takes a new terminal command in one asset.
Self-hosted game design workspace. Infinite canvas, kanban, branching story graph, multi-user editing over WebSockets, all in one Docker container.
Made Rot&Root in a week. Physics-based zombie farming tower defense, with Steam multiplayer working by the deadline.
Where the games education side of things started.
What the job was, what I built, and what it runs on.
A self-hosted workspace for game design. Infinite canvas, kanban, branching story graph, multi-user editing, all in one container.
Physics-based zombie farming tower defense, built in a week for a game jam, with Steam multiplayer working by the deadline.
A rhythm-based endless runner set in space. Two tracks, four difficulties, built in a weekend for a college jam.
Gym management platform. Member records, class scheduling, payments, and the dashboards owners actually log in to look at.
Two sister martial arts gyms, two sites. Timetables, instructor profiles and enquiry forms, built mobile first for local search.
My Unreal project. Flow-driven branching dialogue, room by room oxygen depletion, and a terminal you can add commands to without touching the terminal.
So you know what you're getting before you email me.
I ask a lot of questions before I give you a number, because a quote off the back of a vague brief is a quote that changes later. You get a fixed price and a list of exactly what's in it.
One update a week minimum, more if something interesting or something awkward turns up. If a job is going to run long you'll hear it from me early, not on the deadline.
Small sites are usually two to three weeks. Unreal systems and web apps depend on scope, and I'll give you the honest timeline rather than the one that wins the job.
Two ways to finish. I hand you the code, the repo and a short doc on how to run it, and you own the lot. Or I host it for you and keep it running, whichever suits. Either way nothing is held back to keep you tied to me.
Grouped by how much I actually use them.
Straight out of my own projects. Click a graph to read it full size.
Commands aren't one big switch statement. Each one is its own asset deriving from BP_TerminalCommand, so submitting does a name lookup in the registry, constructs that command and calls Execute on it. Adding a command means making one asset and touching nothing else. A lookup miss falls through to the red unknown command branch.
What I've got open most days.
Tell me what you're after and roughly what you've got to spend. I answer everything, usually within a day or two.