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Services · Unity + Adventure Creator · AGS

Hire a Point-and-Click Adventure Game Developer

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.

Chapter 01

Who this is for

Creators with a story and puzzles in mind

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.

Indie studios

A technical partner who knows the genre’s patterns: scene management, save systems, dialogue engines, and the hundred little conventions adventure players expect.

IP owners & agencies

Adventures are a natural fit for licensed stories and branded worlds — fixed scope, milestone builds, and store-ready delivery.

Chapter 02

What's included

  • Engine choice and setup: AGS for classic 2D, Unity + Adventure Creator for 2D or 3D
  • Scene building: walkable areas, hotspots, layering, scene transitions
  • Adventure systems: inventory, dialogue trees, journals, puzzle state machines, saves
  • Art, animation, music, and voice commissioned through the assembled team as scoped
  • itch.io/Steam builds, integration, and launch support
Chapter 03

2D or 3D adventures — engine implications

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.

Chapter 04

Example projects

All projects →
≤3s loop TODO §16 · gameplay clip · muted · poster fallback

Big Trouble in Little River

A point-and-click adventure set on a First Nations reserve in northern Quebec.

Adventure Game StudioClient work
Case study →
≤3s loop TODO §16 · gameplay clip · muted · poster fallback

Painted Hills

A point-and-click adventure about a stranded traveler in a small northern town.

TODO engineClient work
Case study →
≤3s loop TODO §16 · gameplay clip · muted · poster fallback

Marceline Magpie: Forgotten Culprit

A 3D adventure in development — the flagship proof that narrative games aren't a 2D-only offer here.

TODO engineIn dev
Case study →
Pricing

Starting points

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.

FAQ

Common questions

AGS or Unity + Adventure Creator — which is right for my game?

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.

How much does a point-and-click adventure cost?

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.

Can you work from my puzzle design document?

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.

Do you build 3D adventure games?

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.

Where will my game be published?

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

Have a game idea? Tell me about it.

You’ll hear back within 24 hours — usually within the hour.

Get a fixed quote in 48 hours