Marceline Magpie: Forgotten Culprit
A 3D adventure in development — the flagship proof that narrative games aren't a 2D-only offer here.
You have a story — a script, a cast, maybe art. What you need is the developer who turns it into a shippable visual novel: branching logic that never dead-ends, a dialogue system that handles your word count, saves, galleries, settings, and a build that passes store review. That’s the work I do, and I’ve been doing it professionally for over seven years.
I develop visual novels for writers, IP owners, studios and startups — as the solo technical lead of a production team assembled per project. If your VN needs commissioned sprites, backgrounds, music, or voice acting, you don’t source any of it; the team delivers the complete game and you talk to one person throughout.
Kinetic novel or a branching epic with a dozen endings, 2D or 3D — the specialization here is narrative games as a genre, and visual novels are its center.
You bring the story; I bring everything technical. Process clarity, playable milestones, and no jargon walls — you’ll always know what’s built and what’s next.
You have a funded idea and need a technical partner who ships. Fixed scope, written quote, regular playable builds.
A branded VN or a narrative prototype on a deadline — fixed-scope engagements with fast, direct communication.
Most visual novels are 2D, and Ren’Py handles those brilliantly at unbeatable production cost. But a 3D visual novel — camera moves, staged scenes, environmental storytelling — is a genuine option, and it’s where engine choice matters: Unity handles both dimensions, while Ren’Py is 2D-first.
My current in-development project, Marceline Magpie: Forgotten Culprit, is exactly this class of 3D narrative game — the proof that the offer isn’t theoretical. If you’re weighing 2D against 3D, that trade-off (asset cost vs. staging power) is the first conversation we’ll have.
A 3D adventure in development — the flagship proof that narrative games aren't a 2D-only offer here.
Full game delivered in ~8 weeks by an assembled team of 15+ artists and developers.
Prototype / vertical slice
from $4,000
playable chapter, 2–4 weeks
Small complete VN
from $10,000
finished, shippable short VN
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.
Ren’Py for most 2D VNs — it’s purpose-built, stable, and keeps costs down. Unity when you need 3D, unusual mechanics, or console ambitions. Ink shines for text-heavy branching inside a larger game. I’ll recommend one for your project in the first conversation, with reasons.
Yes — that’s the standard case. Character art, backgrounds, UI, music, and voice acting are commissioned through the production team I assemble, and they’re line items in your quote, not homework for you.
From $4,000 for a playable prototype, from $10,000 for a small complete VN, from $50,000 for full commercial production. Word count, art source, and voice acting move the number — the cost guide on the blog breaks it down honestly.
A prototype takes 2–4 weeks. A small complete VN typically runs 4–8 weeks; full productions run 3–6+ months and are scoped individually. You get a written timeline with your fixed quote within 48 hours of your inquiry.
Yes. Unity handles 3D VNs well, and my current in-development title is a 3D narrative game. 2D vs 3D is a cost/staging trade-off we’ll talk through before anything is quoted.
You’ll hear back within 24 hours — usually within the hour.
Get a fixed quote in 48 hours