Most projects fail before a line of code
The expensive mistakes in interactive work are made early: the wrong scope, the wrong hardware, a feasibility problem nobody raised, a budget built on optimism. I am usually cheapest at the start.
The scope is a wish list
Everything sounds essential until someone prices it. Deciding what not to build is most of the work.
Nobody has tested feasibility
Assumptions about hardware, lighting, network, or performance tend to surface late, when they are costly.
The estimate has no floor
Budgets built without technical grounding get revised upward. That conversation is better had now.
How I help
This is advisory work: I am not selling you a build. Often the most valuable outcome is a smaller project, a different approach, or a decision not to proceed.
Discovery and scoping
Define the audience, the objective, and the smallest thing that achieves it. Then cut what does not serve that.
Feasibility and architecture
Technical assessment, hardware recommendations, Unity consultation, risk identification, and a realistic production plan.
Budget and team planning
What it should cost, how long it should take, who you need, and how to evaluate vendors who bid on it.
Where this leads
Consultation stands on its own — plenty of clients take the plan and execute it elsewhere, and that is a fine outcome.
If you want me to deliver it, production work runs through Grey State Development for interactive and immersive builds, or GD Wizards for websites, branding, and small-business IT.
Let’s scope your project
Bring me the idea at whatever stage it is in — a rough concept, a stalled project, or a quote you are not sure about. I will tell you what I actually think.