Andrea D.
Game Developer: AI-assisted code from Prototype to Launch
I'm a solo indie game developer who ships. I write AI-assisted code, not prompted games, and I take projects from prototype to release, including vibe-coded ones that stalled at 80%. I build with Claude Code every day, with a structured workflow: architecture rules, ADRs, tests, and hand-tuning where AI output falls short. That's why I know where vibe-coded projects break on the way to launch: save/state handling, inconsistent UI, input edge cases, performance, and code nobody can extend anymore. What I do: - Codebase audits: a written, prioritized plan with an hour estimate per item, before you commit to anything bigger - Finishing and hardening vibe-coded games and apps - Refactoring messy code into something your team (or your AI tools) can keep working with - Rapid prototypes of new game ideas Engines and languages: Godot (GDScript), HTML5/WebGL with JavaScript/TypeScript, Lua (LÖVE, PICO-8, Picotron), Ruby (DragonRuby), C/C++ (Raylib). Recent releases: Alien Orbital Assault (browser shmup, jam to v1.0.0), ASGAR (rage game, Windows/macOS/Linux), and Tsuki Defender. More on my itch io profile Before games, I spent over a decade building production web applications in Ruby on Rails for a hospital's poison control center, so I'm used to software where correctness matters.
Earnings and projects
An estimate from an earlier read
Billed in all: $37,036$37k
Across 7 contracts
Earnings, last 30 days
No data since Nov 5, 2026.