Game development that ships to stores

Games here are products — branching narrative, combat systems, audio, achievements, and store pages — not prototypes that stall in a repo. Dero directs design and code; Godot and Blender join when the project needs them.

Problem solved

Indie teams often have a clever mechanic but no path to a paid PC or browser release — missing Steam integration, unfinished loops, or scope that collapses under content volume. This service focuses on shippable loops and store-ready builds.

Project types

Deliverables

Process

  1. Core loop

    Define the minute-to-minute fun and content boundaries.

  2. Systems

    Combat, economy, save/progression — tested on target devices.

  3. Content passes

    Narrative, audio, UI polish; AI assists drafting where Dero approves.

  4. Store prep

    Steam app page assets, build upload, achievement mapping when applicable.

Stack & capabilities

Portfolio evidence

A commercial narrative space RPG, released on Steam. Built solo by Dero Lavigne on a custom JavaScript and Electron stack. In development in Godot. A new real-time 3D foundation for the CONTRABAND universe, with a solar-system environment in development and a more ambitious visual direction.

FAQ

Which engine do you use now?

Godot for CONTRABAND 2. CONTRABAND 1 shipped with JavaScript and Electron; Tango Mortal uses TypeScript, PixiJS and Electron and has its own Steam page.

Browser or Godot first?

Depends on the game — CONTRABAND targets PC through Steam; Tango Mortal is an Electron-packaged deckbuilder with its own Steam page.

Building a commercial game?

Share genre, target store, and how much exists today.

Tap to open WhatsApp — replies from Dallas, TX.