Hey there, I’m the person behind RenderReady, LLC. Let me tell you a bit about what I do and why I love it so much. I’ve spent years pouring my energy into making video games that people can really lose themselves in—worlds that stick with you long after you turn off the screen.
It all started with Never Apart, a psychological horror game I designed to make you question every little sound and shadow around you. Seeing it get showcased by Markiplier and racking up over three million views was a total thrill. It was completed in 3 days and it truly was the first time I said "Yes - I think I can do this".
Not long after that, I pushed further with Paranormal Entities—this time, you play as a paranormal investigator stuck in a haunted insane asylum. Hearing about how it reached millions more worldwide and how players felt that creeping sense of dread made all the late-night coding sessions worthwhile. That kind of feedback just lights a fire under me to keep experimenting and to keep scaring people in fresh, unexpected ways.
I eventually took a step away from horror and poured my heart into Girl Abducted, which is all about third-person action, a deep narrative, and tons of puzzles. I loved bringing characters to life with advanced face mocap, so you can really see the emotion in their expressions. It’s the kind of experience I wanted to play myself: full of tense combat moments, meaningful storytelling, and challenges that make you think.
Outside of making games, I’m pretty passionate about helping other people bring their own ideas to life. That’s why I co-founded GameDevHQ, where we offer tools, tutorials, and a supportive community for aspiring developers. I also created Filebase, an ever-growing library of over 12,000 Unity assets. The idea is to make it easier for others to dive in and start creating, without getting stuck on all the nitty-gritty asset work. And yeah, I’ve even been lucky enough to do some content creation for Unity itself—teaching and guiding newcomers is something I genuinely love.
Through every game and every project, my main goal stays the same: to tell stories that pull you in, spark your imagination, and maybe even give you a good scare or two. But more than that, I want to share what I know, so anyone out there who’s dreaming of making their own game can jump in and start building worlds of their own. That’s really what RenderReady is all about—creating cool stuff, learning every step of the way, and helping others do the same. Let’s see where this journey takes us next.