Portrait of Andrei Parshin
Andrei Parshin

Quick overview

I build games end-to-end and can join at any production stage

PC and consoles first, and I also work with mobile, VR/AR, and web builds when it supports the product.

How I help

  • Ship playable builds fast so you can validate the idea early.
  • Keep the project clean and extensible so the team can scale without friction.
  • Watch performance and stability so the game delights players instead of stuttering.

Recent projects

Project 1: Demo platformer - one level, many mechanics

Snapshot: built a playable demo scene where one level lets you try jumping, sliding, double jumps, swimming, gliding, and moving platforms.

Scope: Single location with a clear route, showcase challenges for each mechanic, polished controls for gamepad and keyboard.

Outcome: Quickly validate feel and difficulty on PC and consoles; highlights what to expand next.

Timeline: 1-2 weeks

Download demo

Project 2: RPG prototype - sandbox level with core systems

Snapshot: demonstrated the skeleton of an RPG - movement, inventory, simple abilities, dialogues, and combat inside a sandbox level.

Scope: Quest route, baseline missions, inventory and upgrade UI, controller-friendly input.

Outcome: Shows the explore -> fight -> reward loop and gives a foundation for extending content and balancing.

Timeline: 2-3 weeks

Project 3: Horror prototype - short run with tension

Snapshot: compact linear scene with atmosphere and a couple of scripted scares (lighting, audio, chase).

Scope: Readable landmarks, audio and lighting polish, lightweight puzzles, safe zones, and tension peaks.

Outcome: Validates tone and pacing: when the player feels pressure versus relief, and where to add content or increase tempo.

Timeline: 1-2 weeks

Services (by category)

Icon for Full development and project growth

Full development and project growth

  • Game development for PC and consoles
  • Game development for mobile devices
  • Porting to other platforms or VR/AR
  • Prototype delivery (quickly show what the game is and why it matters)

For you: clear milestones, reliable schedule and budget forecasts, regular demos.

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Gameplay and mechanics

  • Programming gameplay systems (controls, combat, progression, UI)
  • Design documentation (structure the idea, rules, and content roadmap)

For you: clear game rules and predictable scope of work.

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Multiplayer and online

  • Develop a multiplayer game
  • Add multiplayer to an existing game
  • Set up game servers

For you: choose the right model (co-op, sessions, matchmaking), implement server logic, guard against obvious exploits.

Icon for Levels, world, and content

Levels, world, and content

  • Design and build levels
  • Create world and level maps
  • Build mods (content, logic, integration by agreement)

For you: readable locations, tuned pacing and encounter scenarios, consistent visual language.

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Visuals and player experience

  • UI and UX refresh (layouts, readability, style)
  • Adjust input and interface for target platforms (gamepad, keyboard, touch)

For you: clear first-time experience, fewer early drop-offs, better retention.

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Performance and quality

  • Performance optimisation (frame rate, stability, build size)
  • Improve load times and memory usage, verify on target hardware

For you: stable frame rate, fast startup, fewer bugs in the release branch.

Icon for Monetisation and business metrics

Monetisation and business metrics

  • Integrate ads into the game
  • Design and balance the in-game economy (rewards, pricing, progression)

For you: fair economy and transparent revenue levers without hurting gameplay.

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Consulting and audits

  • Development consulting
  • Game design consulting
  • Optimisation consulting

For you: fast answers, outside perspective, actionable next steps.

About me

I am a Unity developer with game and level design experience. I enjoy projects where tight controls, readable levels, and solid performance matter. The process stays transparent: short calls, regular builds, and clear reports.

  • Platforms: PC/console first, plus mobile and VR/AR
  • Time zones: align with US/UK working hours
  • Engagement: full production or embedded contributor

For studios and teams

I fit into existing pipelines: task boards, code reviews, builds, releases. If needed, I set up the process from scratch—task tracking, prioritisation, branching, build cadence. You get not just results but a tidy project that is easy to support and extend.

What you get

  • Weekly playable builds and changelogs
  • Concise documentation on how to add content
  • Handover package with walkthrough and final call
  • Post-delivery support (by agreement)

How we work (process)

  1. 1

    Quick call / brief

    goals, platforms, timeline, risks.

  2. 2

    Plan and estimate

    lock scope, milestones, and budget.

  3. 3

    Weekly builds

    you see progress and share feedback.

  4. 4

    Delivery and handoff

    source files, documentation, final tweaks.

  5. 5

    Support

    bug fixes, improvements, or the next sprint as needed.

Packages (custom plans available)

Basic

audit/prototype of one key feature

2-5 days

$300–$800

Core

playable slice with a level and interface

1-3 weeks

$1 000–$2 000

Extended

content, multiplayer/porting, optimisation

3-6 weeks

$3 500–$4 000

Milestone-based payments with a 40-50% advance. Final quote after a short brief.

Frequently asked questions

Which platforms should we start with?

If your audience is on PC, we start there while factoring in console requirements (controls, performance). Mobile joins when it helps the product.

Can we validate the idea quickly?

Yes. We build a small playable slice with a clear testing goal and success metrics.

Do you handle multiplayer?

Yes. From co-op to dedicated servers—we will align on the model, budget, and expected load.

What about optimisation and stability?

We set FPS and load-time targets, test on target hardware, and track improvements.

How do you hand the project over?

Source files, documentation on adding content, known limitations, a final call, and optional post-launch support.

Contact

Tell me a bit about the project—platform, genre, rough timeline. I will reply with suggested next steps and a ballpark budget.