PC
Riviera: The Promised Land
Engineered the turn-based combat, quest and inventory systems for a Steam-released 2D RPG.
From Unity project to a polished Steam release.
I've shipped multiple titles to Steam, including turn-based RPGs and online multiplayer games. PC releases demand robust systems, stable builds and a clean pipeline — I build the gameplay and set up the production plumbing (including Git LFS and CI/CD) that gets a game onto the store.
Not sure if this fits? Tell me about your project and I'll give you an honest answer — including if another approach serves you better.
Real projects that demonstrate this work.
PC
Engineered the turn-based combat, quest and inventory systems for a Steam-released 2D RPG.
PC · Multiplayer
Built the deterministic, rollback-safe online combat for a competitive 2D fighting game on Photon Quantum 2.
PC · Multiplayer
Developed enemy AI for an IGN-featured online action RPG built on Photon Quantum 2.
PC
Programmed gameplay and quest systems for an action-RPG metroidvania during its Kickstarter build-up.
Yes — including Riviera: The Promised Land, plus work on Steam titles like Blood of Yamin, Soul Fighters and SurfPunk.
Yes. I've worked with Git LFS and CI/CD to get projects into a repeatable, release-ready state for Steam.
I handle platform integration as part of PC delivery, and coordinate the release-prep steps a Steam launch requires.
Send a short brief and I'll reply with an approach, scope and timeline.