The Work
Game development spans an enormous cost range. A polished browser game or a strong playable slice is a contained, achievable project. A full commercial title is a studio job measured in years. Working out which one you are asking for is the most valuable thing that happens on our first call.
What I build: browser and PC games, playable prototypes used to raise money or test a mechanic, interactive marketing pieces, and game systems inside otherwise ordinary software.
What I Have Shipped
My own projects are on the Work page rather than described in the abstract. A 3D multiplayer hide and seek in Godot using Steam lobbies so there are no server costs. A medieval base builder on an endless map where the population acts on its own. A roguelike auto battler whose combat runs and tests without a screen attached.
You can judge the reasoning behind them before you contact me, which is the point of publishing them.
Scope Discipline
Game projects die on scope, not on skill. The mechanic works, the feature list grows, and eighteen months later there is no game.
I scope hard toward something playable in the first weeks, and I will argue you out of features. On Tree Tag I threw away a working first attempt because the foundation was wrong, and rebuilt it one tested layer at a time. That call is why it is still moving. A developer who agrees to everything tends to deliver an unfinished project and a final invoice.
Cost Drivers
Art and content consume the budget. Programming is bounded and estimable. Levels, assets, audio, and balancing scale directly with how much game there is. Ten excellent minutes beat two hours of filler and cost a fraction as much.