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Indie Game Prototypes in the Lobster Language
Service description
I am a game programmer who specializes in the Lobster language, and I turn rough ideas into playable builds quickly. The Lobster language is statically typed with compile-time reference-counting memory management, which means your prototype runs without garbage-collection stutter and without you ever writing manual free calls. I lean on its built-in game engine for windowing, input, audio, sprites, and immediate-mode rendering, so a working loop appears in days rather than weeks. Typical jobs I take on include a vertical slice for a pitch, a mechanic sandbox to test whether an idea is fun, a 2D or lightweight 3D graphics demo, a game-jam entry, or a small commercial title. I write clean, readable code that your team can extend, and I document the build so nothing is a mystery later. Because the Lobster language compiles ahead of time and keeps memory deterministic, frame times stay stable even on modest hardware, which matters for jams and showcases. Deliverables include the full source tree, desktop builds, a short technical note on the architecture, and a screen-recorded walkthrough of the mechanics. I test on real input, profile the hot paths, and hand you something that actually runs. If you have concept art, a design doc, or just a napkin sketch, I will translate it into a tight loop of movement, collision, and feedback. Tell me the core verb of your game and the platform you want, and I will scope a realistic milestone plan. I am comfortable collaborating over version control, taking review notes, and iterating until the feel is right.
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