Indie Game Consultant — Available Now

Your game deserves
players who stay.

Launching a game is hard. Saving a game after a bad launch is even harder. I help small studios and solo devs find their audience, nail their release, and keep players coming back.

12 YRS In the gaming industry
20+ YRS As a hardcore gamer
TOP 5 Free-to-play title on Meta Quest

Your players
already exist.

There are people right now searching for exactly the game you're making. Doesn't matter how niche, how weird, how ambitious. Your audience is real, the only question is whether you reach them.

You can start building that audience before you have a playable build. All you need is a vibe, a feeling, an idea that you can put into words or pictures that people can relate to. "My game is a X where you Y".

A great launch buys you a window. You have to be ready to move when it opens.

01

Find your people early

Community building starts way before your game is ready. The easiest way to win is to have an engaged audience waiting on launch day.

02

Make sure your marketing matches your game

Misleading trailers and hype that doesn't match reality kills day 1 reviews and can ruin your launch. You need to attract the right players, not just any players.

03

Don't go quiet after launch

It's easy to tunnel vision on launch, but the studios that do best are the ones with a post-release plan. Silence after launch loses the momentum you worked hard to build.

Everything from first impression
to repeat player.

[ MKT ]

Marketing & Branding

From how you look to how you sound. Ads, social, influencer strategy, and making sure what you're selling actually matches what players will experience and resonates with your target audience.

[ MON ]

Monetization

Mechanics, pricing, psychology. F2P, DLC/IAP, battle passes. It's all about serving players content they'll love at the right time.

[ ONB ]

Onboarding & Retention

First impressions are permanent. Reviewing your onboarding flow and engagement loops to make sure they match your marketing and players stick around long enough to fall in love.

[ COM ]

Community Building

Turning potential players into a community that hypes your game for you. This starts earlier than you think and is a product of time and effort. There's no financial shortcut here.

[ INV ]

Investor Pitches

Making sure your pitch is tight, your numbers make sense, and you can answer the hard questions before the meeting.

[ LCH ]

Launch Strategy

A great game can still launch badly. I'll help you build a plan for the months before and after release and beyond. We'll review your potential for Patreon, Kickstarter, Steam Early Access, soft launch Vs hard launch, and everything else!

Simple process. Real results.

01

Free 30-Min Call

We talk about whatever you need; no agenda, no pitch. Just an honest conversation about where you're at and where you want to be. Bring your marketing plans, investor decks, roadmaps. I can sign an NDA in advance if needed.

02

Choose Your Path

After our call you can book an Audit for a thorough one-time review, or sign up for a Monthly Retainer to keep me in your corner as you build and grow.

03

Build With Purpose

Making noise isn't a strategy. Walk away with a clear picture of what's working, what isn't, and exactly what to do about it.

Pick what fits where you are.

ONE-TIME
Deep Audit
Duration: 4+ hours depending on the game.

I'll play your game, or review your idea, audit your marketing channels and community pages, and explore other games in your category. I'll present a detailed written breakdown that you can act on.

  • Does your marketing match the game?
  • Community engagement audit & product market fit
  • Monetization and pricing review
  • Onboarding and retention design feedback
  • Full written summary delivered to you
I travel alone...
ONGOING
Monthly Retainer
Duration: Block hours monthly, use them anywhere

You get my eyes on your game regularly, so we can iterate together. Block as many hours as you need and use them across any area of the business.

  • Regular check-ins across all service areas
  • Ongoing marketing and community feedback
  • Iterate on monetization as you learn
  • Pre-launch and post-launch support
  • Direct access. No delays, no ticket system
Let's adventure together...

Games that nailed it. Games that didn't.

The best way to learn what works is to study what's already happened. I break down real games, what they got brilliantly right, and what killed their potential. No punches pulled.

Creative excellence.

Snowrunner

A phenomenal example of really selling the feeling of your game. It's not a driving game, it's a survival adventure in a truck.

Read case study →
A game that missed its window

Cube World

A huge viral moment followed by silence and disaster. A step by step example of what not to do.

Read case study →
Monetization that actually feels fair

Valorant Vs Call of Duty

Both shooters, both selling skins, but one makes skins feel prestigious and collectable, and the other makes them feel cheap and unfair.

Read case study →
It's never too late — turning around an underwhelming launch.

No Man's Sky

The only, only, only way to save a damp launch is having a dedicated community who believe in your potential. Listen, respond and rebuild alongside them to deliver the game they actually want (and the marketing probably sold).

Read case study →

I've been the player
and the studio.

I've been playing games obsessively for over 20 years; back when the only way you found a new game was a forum recommendation from a stranger on the internet. I know what makes players fall in love with something, because I've been that player my whole life.

For the last 12 years I've been on the industry side, and since 2021 I've been involved in running one of the most popular free-to-play titles on Meta Quest. I've lived through launches, platform ports, growth, community crises, monetization decisions, and everything in between.

I'm not a theorist. I'm someone who has actually done this, and I want to help you do it too.

I work with small studios and solo devs because that's where I think I can make the most difference. Big studios have whole departments for this. You probably don't. That's where I come in.

I connect dots between game design, marketing, community, and monetization. The goal isn't just a successful launch, it's a community who will support DLCs, expansions and future projects long afterwards.

// PLAYER STATS
12 years in the games industry
Top free-to-play title on Meta Quest since 2021
Hardcore PC gamer for 20+ years
Steam, Kickstarter, Patreon, Itch.io
Specialising in small studios & solo devs

30 minutes. No strings.
Just honest advice.

Book a free call and we'll talk about whatever you need. Marketing, monetization, community, onboarding, your funding pitch, your launch plan. Bring your questions.

Book your free call →

No sales pitch · No pressure · Just 30 minutes of real conversation