Consulting
Your problem has a precedent
Section titled “Your problem has a precedent”Shaders, VFX, mobile performance, game feel, editor tooling. Ten-plus years in Unity, nine of them publishing on the Asset Store, and my code already runs in more than 1,500 shipped Steam games. Possibly in yours.
Start with a Project Review
Section titled “Start with a Project Review”What you get
€500 fixed · five working daysGive me access to the project and I will do what I have done for hundreds of Unity projects. I find what is holding it back, and what it would take to fix. Five days later you have a report, and in every area the improvements ranked by what they buy you:
- Performance. Frame times measured on the target device, what is costing them, and the fixes in order of impact against effort.
- Rendering. Where the fidelity can go up: a new shader, a technique that fits the project, custom post processing, and the settings that cost quality or frames on real hardware.
- VFX. Improving the effects you have, the ones that are missing, and making them read as one game rather than a collection.
- Game feel and polish. Everything between "works" and "feels right". Motion, hit response, camera, transitions, UI feedback.
- Code structure. The game's architecture, its bottlenecks, the easy wins, and what to change before the next feature makes it harder.
The aim The same in every section. More fidelity, a more professional feel, and a game that runs faster on the hardware your players own. Every finding lands in a task list with an estimate in hours, so the budget is known before anything starts. Then you choose whether your team does it, or I do.
What I need A repository or a zip of the project, the Unity version and pipeline, the target platform, and a scene to start from.
Order a Project ReviewPrefer to talk it through instead? Book a call. Same eyes, live, and the hour is credited if it becomes a job.
Then the work
Section titled “Then the work”€110 / hour, budgeted up front.
Every job starts with a task list and an estimate in hours. That estimate is the budget. It closes there, and it only moves if you change the list. I work independently and deliver maintainable, documented code with a written handover of the why, not just the fix. The review fee comes off the first job.
What a job tends to look like:
- A custom shader or effect: half a day to a day
- A game feel pass on one system, such as combat, movement or UI: a day or two
- An editor tool or a piece of workflow automation: a day or two
- A full optimisation deep pass across a project: about a week
There are two of us, so a job does not stall on one calendar.
Or talk first
Section titled “Or talk first”Technical consultation
€150 / hourA focused 60 to 90 minute session over screen share.
- Debug and optimise shaders live
- Review your rendering architecture and suggest improvements
- Find where the performance wins actually are
- Plan a technical roadmap and development strategy
- Straight mentoring, if that is what you need
How it works You get guidance during the call and a written summary afterwards. If it becomes a job, the first hour is credited.
Book a sessionWhy me and not a generalist
Section titled “Why me and not a generalist”Unity rendering, shader optimisation, mobile performance, editor tooling, game polish. One narrow area, ten years deep. If your problem lives here, you don’t want a generalist, you want the person who has already seen it fail.
Your bug has a precedent
2,500+ support threads over nine years, across every Unity version, pipeline and platform that actually shipped. Whatever is breaking in your rendering setup, I have almost certainly watched it break before, on someone else's project, on the same device, for the same reason. That is why an answer takes hours, not weeks: you're not paying me to investigate, you're paying me to recognise.
My code runs in the wild, at scale
Most consultants show you a portfolio. Mine ships inside more than 1,500 games on Steam, counted from Steam's own depot manifests rather than from a survey. And Steam is the one storefront I can count: these are Unity tools, most Unity games ship to mobile, and none of those show up in a Steam depot at all. The real number is far higher and I have no way to measure it. All of it running on hardware I never touched, in projects I never saw, having to survive there without me. Nine years of that filters out every clever trick that only works on the developer's own machine. What's left is the stuff that holds up, and that's what you're buying.
I build tools, polish games and ship them
The assets on this site are one output of ten-plus years in Unity. The rest is shipped games, where the same shaders, springs and editor tools had to survive a deadline and a player. Every engagement ends with a written summary of the why, so after I leave, your team is faster without me in the room.
Get started
Section titled “Get started”Tell me what you are stuck on
Email with a sentence about the game, the target platform, and what is hurting. Within a day I will tell you whether it is a review, a job, or a five-minute answer. If it is the last one, you just get it.
- A brief project descriptionwhat you are making
- Target platformand the device you test on
- What is hurtingbe specific
- Screenshots or videooptional but they help a lot
- Unity version and pipelineURP / HDRP / Built-in
Already own an asset and something is not working? That is Support, and it is free.
