About the service
I'm a game programmer specializing in Lobster, turning raw ideas into playable builds in days. Lobster is statically typed and uses reference-counting memory management at compile time: your prototype runs without garbage collection jitter and without a single manual free call. I rely on Lobster's built-in game engine — window, input, sound, sprites, and immediate-mode rendering — so a working game loop emerges in days, not weeks. Usually I tackle a vertical slice for a pitch, a mechanics sandbox to check if play is fun, a demo of 2D or light 3D graphics, work for a game jam, or a small commercial project. I write clean, readable code your team can build on, and document the build so nothing stays a mystery later. Since Lobster compiles ahead of time and keeps memory deterministic, frame time stays stable even on modest hardware, critical for jams and pitches. The deliverable includes a complete source tree, desktop builds, a short technical note on architecture, and a screen recording breaking down the mechanics. I test on real input, profile hot spots, and deliver what actually runs. If you have concept art, a design document, or just a napkin sketch, I'll turn it into tight movement, collision, and feedback loops. Describe your game's core verb and desired platform, and I'll lay out a realistic milestone plan.