Atmospheric & horror games · Godot & Unity

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.

10+years shipping
software
11games shipped
on itch.io
registered EU business,
real contracts
clients worldwide,
remote & on time
Why it's faster — and cheaper

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.

Every mechanic, every scare, every polish pass goes through a 10-year developer's hands. AI accelerates the work — it never replaces the craft. No slop ships.
The usual studio
  • 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
Working with me
  • 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
Under the hood

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.

Reasoning & design

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.

Implementation

Codex

OpenAI's Codex is the builder — fast, agentic coding that turns an agreed spec into working systems and iterates at machine speed.

Research & multimodal

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.

The harness is the layer that ties them together: it routes every task to the right model, runs drafts in parallel, cross-checks outputs between models and against the spec, then stops at a human gate. Nothing ships without my review — AI accelerates the work, I make the calls.
What I build

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.

01

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
Timeline2–4 days
Individually quoted · in writing
Start here →
Most popular 02

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
Timeline1–2 weeks
Individually quoted · in writing
Request this →
03

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
Timeline4–6 weeks
Individually quoted · in writing
Request this →
No price list — on purpose. No two games are alike, so nothing here is sold off a menu. Your project is scoped and quoted individually — clear terms agreed in writing before work begins, flexible as your vision grows. I'm not the cheapest bid you'll find; I'm the one who treats your idea like it deserves to ship.

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.

Who I work with

One developer. Every kind of client.

01

Founders & creators

You have a game idea and want it real — designed and built from scratch, start to finish, with your name on it.

02

Studios & teams

Contract development, overflow capacity, or an AI-accelerated pipeline brought into your production — under NDA, on your stack.

03

Businesses & brands

Promo games, gamified marketing, and playable experiences that make a product or campaign memorable.

04

Fellow developers

Half-finished project, missing skills, or out of time? I rescue, finish, and polish games other people started.

Verified, not vibes

Proof from the arena.

Game jams are public, timed, and ranked by other developers — every ranking below is checkable on itch.io.

Speed

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.

Quality under pressure

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.

Consistency

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
How it works

From idea to playable, in four steps.

01

Request

Send your idea — a single sentence, a full doc, or a half-finished prototype. Anything is enough to start.

02

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.

03

Build sprint

I build in focused sprints with regular check-ins, so you watch it come together and steer as it grows.

04

Delivery

You receive the finished game, the full source, and the rights. It's yours — to ship, sell, or build on.

Who you're hiring

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.

Before you ask

The honest answers.

Do I own the finished game?
Completely. You get the full source and all rights on delivery. It's yours to publish, sell, modify, or build on — no strings, no revenue share, no licensing back to me.
Isn't AI-made work lower quality?
Raw AI output is — which is exactly why I don't ship it. AI accelerates the groundwork, but every mechanic, design choice, and polish pass goes through a developer with 10+ years of experience. You get the speed of AI with the judgment that keeps it from feeling generic.
I only have a rough idea. Is that enough?
Yes. A single sentence is enough to begin. We shape it together from there — or start with a Game Design Document to lock the vision down before any building happens.
Which engines do you use?
Godot and Unity, chosen to fit your project, target platform, and budget. I'll recommend the right one for what you're making — not whatever I feel like using.
How do payments work?
As a registered business, I invoice properly — usually split across the sprint, with the full price agreed in writing before any work starts. No surprises, no scope creep on the bill.
Can you finish something I already started?
Often, yes. Send me what you have and I'll tell you honestly what's possible, what it'll take, and whether continuing or rebuilding is the smarter call.
Start your game

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.

or email support@anttka4.dev

I read every message personally and reply within a day. Your idea stays yours — details are never shared.

Let's build

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 →