Your game, dragged into the light.Built in weeks, not years — AI speed, a decade of craft, a fraction of the cost.
I build custom games for people who have an idea and want it made — fast. AI handles the heavy lifting; ten years of development handle the part that decides whether a game is any good. Horror and atmosphere are my signature.
software
on itch.io
real contracts
remote & on time
AI does the heavy lifting. I do the part that matters.
A traditional studio bills you for months of hand-written boilerplate, repetitive systems, and slow back-and-forth. I let AI handle that groundwork in hours — then spend my time on the design, the dread, the feel, and the polish, the things a model simply can't judge.
The result is the speed of automation with the judgment of someone who's been shipping games for a decade. You're not buying raw AI output. You're buying a finished game, delivered sooner and for less.
- ✕4–8 months from brief to build
- ✕Full-team budget, billed by the hour
- ✕Scope locked early, changes cost extra
- ✕Slow iteration, weeks between versions
- ◆2–6 weeks from idea to playable
- ◆A fraction of the cost — transparent, upfront
- ◆Flexible scope, changes welcome
- ◆Same-week iteration, see it as it grows
A harness of frontier models. Zero slop.
Speed doesn't come from one magic model — it comes from a harness: a system that routes each task to the model that's best at it, cross-checks the result, and keeps me in the loop the whole way.
Claude
Anthropic's Claude leads on judgment — architecture, gameplay logic, code review, and design documents. The calls that need structure and taste, not just output.
Codex
OpenAI's Codex is the builder — fast, agentic coding that turns an agreed spec into working systems and iterates at machine speed.
Gemini
Google's Gemini handles long-context and multimodal work — sifting references, reviewing art and screenshots, and holding an entire project in view at once.
Pick a sprint. Get a game.
Scope, timeline, and quote shaped around your project — agreed in writing before work starts, and flexible as your vision evolves. No hourly surprises, ever.
Game Design Document
De-risk your idea before you spend a real budget. A clear, professional spec you can build from — or hand to anyone else.
- Core mechanics & game loop
- Scope & full feature list
- Level & flow outline
- Engine & build plan
Prototype Sprint
A playable proof of your core idea — enough to test the fun, pitch investors, or decide what's worth building next.
- Your core mechanic, playable
- One representative level
- Atmosphere & basic audio pass
- Build for desktop or browser
- Full source included
Full Small Game
A complete, polished, shippable title — designed, built, tested, and delivered ready to release. Your idea, finished.
- Complete, polished gameplay
- Multiple levels & content
- Menus, audio, UI & polish
- Tested build for your platform
- Full source + all rights
Bigger project, ongoing work, or something half-finished you need rescued? Tell me what you need → You'll get an honest, no-obligation quote before anything begins.
One developer. Every kind of client.
Founders & creators
You have a game idea and want it real — designed and built from scratch, start to finish, with your name on it.
Studios & teams
Contract development, overflow capacity, or an AI-accelerated pipeline brought into your production — under NDA, on your stack.
Businesses & brands
Promo games, gamified marketing, and playable experiences that make a product or campaign memorable.
Fellow developers
Half-finished project, missing skills, or out of time? I rescue, finish, and polish games other people started.
Eleven games. Ten jams. One developer.
Proof I can build in your style, not just one. Horror is where I live — but the range is the point.
Mistborne →
A first-person detective game steeped in occultism and dread.
Manor's Darkness →
A horror quest through a dark, abandoned manor that doesn't want you to leave.
The Shadowed Seat →
A dark gothic story where every choice decides your fate.
Pyramid's Hidden Path →
A top-down escape through an ancient pyramid of mummies and traps.
Crystal Rover →
Explore an alien world by rover and decode mysterious obelisks.
RootRobot →
A hacker-bot infiltration sim — break in, stay hidden, get out.
Proof from the arena.
Game jams are public, timed, and ranked by other developers — every ranking below is checkable on itch.io.
3 hours
Catched In Fire was designed, built, and shipped inside Trijam #348’s three-hour limit — and placed #4 in Visuals and #6 in Theme of 22 entries.
Top 40%
Dig The Sands ranked #34 in Gameplay/Fun of 95 entries at Chili Code Jam #3 — a complete puzzle game built in one week.
10 jams
Eleven games shipped and ten public game jams entered — nine ranked on itch.io, plus Global Game Jam ’26. Hard deadlines are my training ground for client sprints.
“This is probably my favourite game of the jam so far, really nice idea!”
m00nkeh · player feedback · Chili Code Jam #3
“Very fun game! Finished all levels and it is so satisfying to trap the crabs in the corner of the map”
Pixemble · player feedback · Chili Code Jam #3
“I had an excellent time just driving around and offroading with the car.”
Two Hearts Endure · player feedback · Godot Wild Jam #81
From idea to playable, in four steps.
Request
Send your idea — a single sentence, a full doc, or a half-finished prototype. Anything is enough to start.
Scope & quote
Within a day you get a clear scope, timeline, and quote — flexible as your project grows. You know what you're getting before you commit.
Build sprint
I build in focused sprints with regular check-ins, so you watch it come together and steer as it grows.
Delivery
You receive the finished game, the full source, and the rights. It's yours — to ship, sell, or build on.
A real software developer.
I'm Anton — a developer with more than ten years building software, and eleven atmospheric games self-published on itch.io.
I run as a registered European business entity — real invoices, agreed scope, signed terms, and zero chance of someone vanishing mid-project. That alone puts me ahead of most freelancers you'll find for this.
Atmospheric and horror games are my signature, but I build across every genre — and AI lets me deliver faster than almost anyone working solo.
The honest answers.
Do I own the finished game?
Isn't AI-made work lower quality?
I only have a rough idea. Is that enough?
Which engines do you use?
How do payments work?
Can you finish something I already started?
Tell me what you want made.
Share the idea — you'll get a clear scope and an honest quote within a day. No obligation, no calls required, no spam.
Have an idea? Let's bring it out of the dark.
Tell me what you want made. You'll have a scope and a price within a day — and a playable game not long after.
Or message me on Discord: anttka4
Studios & businesses — contract and white-label work welcome. Let's talk →