A procedural landscape generated in-engine, its hills fading from violet through pink into a blue sky
Unity · XR · technical art · interactive

Build something.Get a number.

Senior Unity, XR, technical art, and interactive development.

Tell me what you're trying to build and get an estimate in under a minute. If the number works, submit it and I'll turn it into a written scope and a fixed-fee proposal. No sales call, no obligation, no email gate.

Rates from $130/hr · Project minimum $1,000 · 20% deposit to book

The rate is how an estimate gets built — you aren't buying an hourly meter. Work is scoped into deliverables and milestones at a fixed fee, agreed in writing before anything starts.

Next opening Aug 21, 2026 · see the calendar

What I build

Pick the closest fit and price it. Every one of these is a thing you can buy on its own — a whole build, one system inside somebody else's, or a read on a project you already have.

Unity game and app development

A complete build, from an empty project to something people can install.

from 160 hrsEstimate this →

VR, AR, and interactive experiences

VR, AR, and spatial work — headset experiences, training, installations, and interactive pieces.

from 120 hrsEstimate this →

Technical art, shaders, and rendering

Shaders, VFX, rigging, lighting, and look development.

Unity tools and asset pipelines

Editor tooling, automation, and reusable packages for your team.

Gameplay systems, built to drop into your project

One system — a mechanic, a controller, an inventory — built to drop into what you already have.

Technical consulting, audits, and reviews

A read on a project you already have: performance, architecture, feasibility, and what to do next.

Something else

Not on this list? Describe it in your own words and tell me what you had in mind.

Describe it instead →

Why hire me for it

Real-time work goes wrong in the seams between disciplines. I work on both sides of them.

Cross-disciplinary

Engineering, technical art, 3D, XR, and interactive development from one person. The handoffs that usually cost you weeks happen inside one head.

Senior

Hand over a problem rather than a ticket queue. I'll tell you what it actually needs, including when that is less than you asked for.

Product-minded

I care what the thing is for and who has to use it, not only whether the code compiles. Expect questions about the product, not just the spec.

Transparent

Scope, deliverables, cost, and payment schedule are agreed in writing before work starts. You can see most of the number before we've even spoken.

Flexible

One deliverable, a prototype, a stubborn technical problem, or a whole build. Bring me in for the piece you actually need.

The person you'd be hiring

I sit between engineering, technical art, 3D, and interactive technology — which is where real-time projects usually go wrong, and where hiring two more specialists tends not to help.

I am a senior developer and technical artist, and I contract on the parts of a real-time project that need someone who can work either side of the line between code and content: Unity, XR, rendering and shaders, performance, multiplayer, gameplay systems, tools and pipelines, 3D, and the backend integration under all of it.

More on how I work →

I have production experience across gameplay programming, VR/XR, multiplayer, 3D rendering, 3D content, UI, tools, and backend integration, and I have built production features for ACE and Microsoft. At ACE I helped scale the player base from roughly 150 users to more than 50,000 monthly users, all as a live service. At Microsoft I built executive events and XR work to a broadcast schedule, where the date does not move.

Alongside that I have shipped over a dozen independent mobile games and released two Unity Asset Store tools for other developers to build on — which means I have also been the person who owns the whole product, not one ticket in it.

The range is the point. Most of what goes wrong on a real-time project goes wrong in the seams — between the art that was authored and the budget it has to run in, between the prototype that proved the idea and the systems that have to carry it. Being able to work either side of a seam usually means fixing the cause instead of the symptom, and it means one contract and one person accountable for it rather than a programmer and an artist pointing at each other.

What that looks like in practice: a studio hands me a feature and I own it end to end; a startup hands me a prototype and I turn it into something that can ship; a team hands me a project that has slowed down and I find out why. I work in a small number of long, focused engagements rather than many short ones, which is why this site prices and books the work up front. You get a real estimate before you talk to me, and a start date you can plan around.

Portrait

Where I've worked

  1. Senior Software Engineer, VR/XR · ACE

    2023 – 2026

    Helped take the platform from around 150 users to more than 50,000 a month. Refactored the core game systems for performance and maintainability, and built the multiplayer, VR interaction, weapon customisation, and UI work on top.

  2. Senior Technical Artist and Producer · Microsoft

    2020 – 2023

    Executive communications and live events: motion graphics, 3D, and XR experiences made to a broadcast schedule.

  3. Unity Developer, VR/XR · Microsoft, via Robert Half

    2019 – 2020

    HoloLens demos and immersive prototypes.

  4. Independent developer · Freelance

    2008 – present

    Contract game and tools development, on and off, for over a decade — the work this site exists to book.

How booking works

Five steps from a rough idea to a start date you can plan around. No sales call, no obligation to go further than the estimate, and nothing charged until you have read and accepted a Statement of Work.

  1. 1

    Estimate

    Describe what you need built and get an approximate project cost in under a minute. Built from real rates, and yours to keep — no email gate, no callback.

  2. 2

    Request

    If the number works, submit it. It lands in the queue with your brief and estimate attached. Nothing is owed, and nothing is committed.

  3. 3

    Scope

    I read it, work out the actual deliverables, and either confirm the number or come back with questions. If it isn't a fit, I'll say so.

  4. 4

    Statement of work

    You get scope, deliverables, milestones, fees, and change control in writing. Read all of it before a penny moves.

  5. 5

    Book

    Accept the SOW, place the deposit, and your start date is locked in. The deposit is credited against your first invoice.

Ready for a number?

No email gate, no sales call. Build the estimate first and decide from there.