Brian Duffy

Services

I work as a single contractor, which means you get the whole technical side from one person: architecture, build, tools, performance and release. No team to coordinate, no handovers, no one waiting on anyone else.

  1. Prototype

    A playable build that proves the idea works, or gives you something to put in front of testers, a funder or a board. Usually two to six weeks.

    Best when you need to find out whether something is worth committing to before you commit to it.

  2. Full build

    Concept through to store release. I take the technical side entirely, or lead it alongside your own artists, designers and writers.

    This is what I did on Memoreum: lead developer and principal programmer on a fifteen-person production, responsible for effectively everything that was not art, writing or audio.

  3. Ongoing support

    A set number of days each month, on a rolling basis. Continuous progress on a predictable budget, without hiring anyone.

    Suits maintained products, long-running builds, and teams who need a developer some of the time rather than all of it.

  4. Consultation and rescue

    Performance work, architecture review, or picking up a Unity project that has stalled. Also useful when a team has no XR experience and needs someone who does.

    Standalone headsets punish you for things desktop forgives. Most of what I know about that was learned the hard way, on Quest.

Not sure yet? Start with a feasibility session.

Bring an idea. Leave knowing whether it can be built, roughly what it would take, and where the risks are.

Ninety minutes, plus a written summary you can keep and show to other people. €150. No obligation to go further.

Book a session

If what you need is not on this list, ask anyway. Most of my work has started that way.