Big Trouble in Little River
A point-and-click adventure set on a First Nations reserve in northern Quebec.
Point-and-click adventures are a craft genre: hotspots, inventory logic, dialogue trees, and puzzles that respect the player. I’ve shipped them for clients and for myself — including Big Trouble in Little River and Painted Hills, both published and playable on itch.io — and they’re the core of what I build.
I work as a solo technical lead who assembles the production team each project needs: background artists, animators, musicians, voice actors. You get classic-adventure production values with one point of contact and a written fixed scope.
Whether you’re after Kathy Rain-class 2D pixel atmosphere or a modern 3D adventure, the engine and art pipeline follow the project — not the other way around.
You know the mystery you want players to unravel. I turn the design into scenes, logic, and a shippable game — and help tighten the puzzle chain along the way.
A technical partner who knows the genre’s patterns: scene management, save systems, dialogue engines, and the hundred little conventions adventure players expect.
Adventures are a natural fit for licensed stories and branded worlds — fixed scope, milestone builds, and store-ready delivery.
Adventure Game Studio is a superb, cost-efficient engine for classic 2D point-and-clicks — it’s what Big Trouble in Little River runs on. Unity with Adventure Creator handles both 2D and full 3D adventures: free camera work, lit environments, richer animation.
3D raises asset production cost but unlocks staging that 2D can’t do; for some projects it’s worth every dollar, for others it’s waste. My in-development 3D adventure, Marceline Magpie: Forgotten Culprit, is the working proof of the 3D half of this offer. We’ll settle the dimension question before the quote, with real numbers attached.
A point-and-click adventure set on a First Nations reserve in northern Quebec.
A point-and-click adventure about a stranded traveler in a small northern town.
A 3D adventure in development — the flagship proof that narrative games aren't a 2D-only offer here.
Prototype / vertical slice
from $4,000
one playable scene, 2–4 weeks
Small complete adventure
from $10,000
finished short game
Full production
from $50,000
commercial release, assembled team
Anchors are total project budgets covering the assembled team — identical here and on Fiverr. Details and cost drivers on the pricing page.
AGS if your game is classic 2D and you value production efficiency — it’s genre-native and battle-tested. Unity + Adventure Creator if you want 3D, modern platform reach, or systems beyond the classic formula. I use both and will recommend one with reasons, not preferences.
From $4,000 for a playable prototype scene, from $10,000 for a finished short adventure, from $50,000 for a full commercial production. Scene count and art scope drive the price — the adventure cost guide on the blog has the honest breakdown.
Yes — a design doc, a beat sheet, or even a well-organized spreadsheet of puzzles works. I’ll flag dead ends and pacing problems during implementation; puzzle logic surviving contact with players is part of the job.
Yes — Unity + Adventure Creator handles full 3D adventures, and my current in-development title is one. The 2D/3D choice is a budget-and-staging conversation we have before anything is quoted.
Wherever you own: your itch.io page, your Steam app — the game and its store presence belong to you. Several client adventures I built are published on the clients’ own itch.io pages, which you can verify from the case studies.
You’ll hear back within 24 hours — usually within the hour.
Get a fixed quote in 48 hours