Project Check & Workshop

Together, we go through your project: what it should do, how it should work, and the gameplay logic behind it. We also clarify special cases, exchange ideas, and consider how to best implement your project.

In the workshop, we plan and structure the project, whether we work with Blueprint or C++, depending on your requirements and with a focus on performance. The goal is a clear foundation, a defined scope, and realistic milestones.

 

Development & Feedback

During implementation, I keep you regularly informed, especially at important milestones. Your feedback is incorporated directly, and small adjustments are usually no problem. For larger changes, we will look together to see if the effort affects the offer.

 

Completion & Support

I offer a warranty period of 3 to 12 months. During this time, I take care of bugs or problems free of charge and am available if questions arise.

 

Scope & Offer

As soon as the framework is clear, you will receive a structured offer with a transparent price breakdown. The project will be divided into milestones, including all necessary steps, for example:

Planning: For each milestone, I analyze which resources, code, documentation, assets, and so on are needed to work efficiently and without interruptions.

Research: Technical or creative challenges are examined. If necessary, I use the Source SDK to develop clean, stable solutions based on my experience with Source projects.

Design: I create the overall concept and project structure. I avoid third-party tools whenever possible to ensure long-term maintainability, unless the project explicitly requires them.

Technical Design: Planning of code implementation and system development with focus on performance and stability. For example, I ensure that resource-intensive processes run within a fixed time frame of about 16.66 milliseconds per frame so the game runs smoothly without stutters or crashes.

Documentation: I document the code clearly and understandably to make later adjustments easier. This saves time and effort during maintenance, updates, or for other developers.

Testing & Bugfixing: Thorough tests ensure everything works as intended. Problems are detected early and solved cleanly with the goal of delivering a stable, well-thought-out, and polished final product.

Architecture: The code is built so that it remains clear and easy to expand or adjust later. I pay attention to clear naming and a clean structure.

 

For business customers – prices are net, excl. VAT

Note: If you’re not a registered business, 19% VAT will be added to the listed prices

 

1-Hour Workshop

— €250 —

For smaller projects with minimal planning required

8-Hour Workshop

— €575 —

Balanced choice for mid-size projects needing clear scoping and planning

 
 

12-Hour Workshop

— €820 —

For large projects where a more detailed scope and planning is required

16-Hour Workshop

— €1050 —

For big, complex projects that require a lot of time commitment

 
 

Technical implementation is broken down into milestones

Price reflects my base rate and minimum charge per milestone

 

8-Hour Day Rate

— €575 —

Including an exclusive, perpetual license for you

 
 
 

Questions?

  • 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.

  • 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).

  • Yes, that is definitely possible. By default, you receive a license that is exclusive to you and your project but limited in scope. An unrestricted license is available for €1,725 per milestone (or three times my base rate) at minimum. Because I’m relinquishing my rights as a creator, which also affects my future earning potential, the cost is much higher.

  • 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

  • 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 Billie through Stripe, which lets you pay in installments or at a later time. This way, a few options are available.

    Milestones can also be spaced out to better suit the pace of your cash flow.

 

Nice Things Clients Have Said

  • 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

  • Absolute legend! Justin is a really great guy to work with and greatly appreciated!

    — “gavinbishop”, formerly via Fiverr

  • 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