Review and Workshop
Before we dive in, I’ll look at what you're aiming to build to make sure it’s feasible. Once that’s clear, we’ll walk through your project together: what it needs to do, how it should work, and all the gameplay conditions around it. We’ll also look at edge cases, talk through ideas, and figure out the best way to handle everything from a technical standpoint.
In this session, we’ll brainstorm, plan, and figure out the best implementation, whether it’s a scripting or a programming language, depending on performance and your needs. The goal is to build a solid foundation, define the scope, and break the project into milestones.
Milestones are key phases or deliverables where you’ll see progress, review work, and approve before we move forward.
Development and Updates
During development, I’ll provide updates at key milestones, review feedback, and discuss adjustments. Minor tweaks are usually no problem, but if the project changes a lot from the original plan, we’ll discuss whether the quote needs to be adjusted to match the extra work.
Completion and Support
Upon project completion, I’ll upload the final deliverables to a private GitHub repository for easy access and version control.
I also offer a warranty period ranging from 3 to 12 months, depending on the complexity of the project. This ensures that any bugs or unforeseen issues are resolved free of charge, and you can continue reaching out during the warranty period as needed.
Scope and Estimate
Once the scope of the project is defined, I’ll provide you with a detailed quote. This estimate will break down the project into specific milestones and clearly describe everything included in the work. The quote will cover all necessary steps such as:
Planning (for each milestone): After our workshop, I’ll gather and review all necessary resources, documentation, code, scripts, and other materials to ensure smooth execution.
Research: Addressing technical or design challenges. I may use the Source SDK to explore and determine efficient ways to implement specific features, drawing on my background and experience working with Source engine games.
Design: The overall concept and structure of the gameplay system. I avoid third-party tools and dependencies unless absolutely necessary or the project relies on them. Because I don’t own them, I can’t guarantee that they’ll receive the same level of support I provide.
Technical Design (Development): Planning code implementation and system development with a focus on optimization to prevent lags or crashes, ensuring smooth performance within a strict frame-time budget (e.g., 16.66ms per frame).
Documentation: Creating clear documentation for easy maintenance, updates, and expansion. Well-documented code saves time and money by preventing costly rewrites and ensuring future developers can quickly understand and improve it.
Testing and Troubleshooting: Ensuring functionality, stability, and performance through thorough testing. Identifying and fixing issues to deliver a polished, bug-free result and minimize post-deployment disruptions.
Architecture: Structuring code for scalability, maintainability, and security, ensuring future growth without becoming unmanageable. This includes consistent naming conventions, clear organization, and a clear client-server split to support prediction and protect sensitive logic.
Communication & Consultation: Ongoing discussions to ensure we’re aligned and making adjustments as needed. Additionally, I can provide consultation on specific aspects of your project upon request.
Project Scoping Workshop
Define project goals, priorities, and technical requirements in a focused workshop
— 30-Min Intro Session —
– €195 –
Best for very short tasks or initial project discussions
— 1-Hour Workshop —
– €295 –
Best for small projects or quick discussions to clarify specific details
— 8-Hour Workshop (1 Day) —
– €595 –
Best for medium to complex projects where a project scope definition is required
Coding is organized into one dev session or multiple milestones
Prices reflect the base rate for each session or per milestone
— Dev Session (5 Hours) —
– €395 –
Includes an exclusive, perpetual license
Focused coding session for specific tasks or small projects
— 8-Hour Day / Milestone —
– €595 –
Includes an exclusive, perpetual license
Focused development for a full day or a project milestone
All prices are net, excl. VAT.
Questions?
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Pricing is based on the complexity of the work. I start with my base day rate (for an 8-hour day) and estimate the total effort required for each milestone. From this, I calculate a fixed price that reflects the scope and technical requirements.
For example, if a milestone is estimated to take 12 hours, I internally convert the day rate to an hourly rate to calculate a fair fixed price.
The offer you receive is always a transparent fixed price, no hourly billing. This price includes all necessary work, including session time, research, planning, and a buffer for unforeseen challenges. -
The license lets you use the work exclusively for one specific game project. That means only you get this license, no one else will be granted the same rights, and it covers the main game plus any DLCs, expansions, or updates tied to it. You’re free to modify and monetize the work within that project.
The license is perpetual (it doesn’t expire) and royalty-free, there are no renewals or ongoing payments required.If you want to use the work in other projects, like sequels, ports, remasters, or new games, you’ll need to get a separate license and pay a reuse fee. This fee is about 10% of what you originally paid for the licensed work.
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A restricted license is usually all you need because it’s exclusive to you and your project and only limited in scope. An unrestricted license would only be necessary, e.g., if you want to sell the work as an asset, sublicense it, or essentially claim it as your “own” and have the freedom to use it however you please. If you don’t care about owning it outright, a restricted license is all you need.
Think of it a bit like leasing a car. You get to use it for your own trips (your project), and you can even use it to make money (commercial use). The only thing you can’t do is rent it out to others or sell it on to a dealership (that would be sublicensing or redistribution). -
The main reason is long-term reliability and support. I don’t own or control third-party tools, so I can’t guarantee they’ll stay compatible or supported throughout your project – especially by the time you launch your game. By minimizing their use, I help reduce technical debt and avoid future headaches. It also means I can fully stand behind everything I build.
For more detailed information on liability and third-party dependencies, you can review my Terms & Conditions. -
Not by default. I avoid using experimental or beta features unless you specifically agree to it. Just like with third-party tools and dependencies, these features aren’t guaranteed to be stable, supported long-term, or even available in future engine versions.
If your project really needs something that’s experimental, I’ll discuss the risks with you first so you can make an informed decision. As always with such potentially risky elements, I elaborate further on this in my Terms & Conditions. -
I process payments securely through Stripe and currently support:
Credit & debit cards
PayPal (EEA countries only)
Digital wallets (Apple Pay, Google Pay, MobilePay)
Klarna (available in most EEA countries)
Alipay
Link
iDEAL
Bancontact
EPS
TWINT
Billie
Bank transfer
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Yes! I’m happy to be flexible if my prices don’t align with your cash flow or budget. We can split milestone payments into two (however, a 3% fee applies per milestone), or use the payment method Billie through Stripe, which lets you pay in installments or at a later time. Depending on your location, PayPal or Klarna may also be available. This way, a few options are available.
Milestones can also be spaced out to better suit the pace of your cash flow. -
My rates are higher than many freelancers you’ll find online for a few reasons.
First, I’m based in Germany, which comes with higher living and operating costs compared to many freelancers in lower-cost regions. I’m also a legitimate, registered business - unlike some cheap freelancers who usually work “under the table.” That means there’s a real person accountable for the project, not someone hiding behind anonymity.
Second, you’re not just paying for code - you’re paying for experience, proper planning, clean architecture, testing, and a process that avoids overpromising and underdelivering. After all, who wants to pay blindly for a project with no clear overview?
Please also keep in mind that I don’t work 5 days a week like a full-time employee. I work with very few clients at a time to give each project the attention it deserves.
Cheaper freelancers are often cheaper because they have lower living costs, less experience, or both. That’s also why unrealistic timelines and promises are common, and why they often don’t hold up once work starts.
If you’re looking for the lowest price, I’m not the right fit. Hiring someone cheaper might save you money upfront, but you’ll often end up paying more later to fix issues that could have been avoided. If you want work that’s planned properly and built to last (without breaking your project), then I’m the right fit.
What Past Clients Have Said About Me
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I can't even begin to describe how awesome this guy was to work with. He's communicative, fast, and adapted to my different requests—the whole nine yards. Also, just a great guy in general.
— “theflyingfire”, formerly via Fiverr

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Absolute legend! Justin is a really great guy to work with and greatly appreciated!
— “gavinbishop”, formerly via Fiverr

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Working with Justin was very professional. Very good prices—he deserves more than he requested for the speed and quality of the delivered product. He really knows how to communicate and asked a lot of questions so that the product, in the end, is what I need!
— “angrryx”, formerly via Fiverr
