About PEEK (from the developer behind it)
I've been building games since I could barely reach the keyboard. What started with QBasic RPGs in middle school turned into a career spanning indie development, mobile games, and eventually leading engineering teams at AAA studios.
But here's the thing: whether you're shipping an indie platformer or working on AAA titles, you run into the same problems. You spend weeks building infrastructure instead of gameplay. You reinvent wheels that should already exist.
The Journey
Early Days
Kid with QBasic
Building RPGs and tinkering with code
Agency Years
Mobile Dev
Founded agency, built games on the side
Indie Journey
2D Platformer
Deep Unity dive, learned what was missing
Professional
AAA Studios
Lead engineer to engineering leader
Today
PEEK
Building tools for developers like you
Why These Tools Exist
I've shipped indie games, mobile games, and AAA titles. Every single time, I ran into the same frustrations: Unity assets that promise the world but deliver bloat, poor APIs, or get abandoned after launch.
PEEK is different because these are tools I build for myself first, then share with developers who care about the same things I do.
No Bloat
Every feature earns its place. No dependencies you don't need, no code you'll never use. Just the tools that solve your problem.
Developer Experience First
APIs that feel natural. Documentation that actually helps. Error messages that make sense. Built by someone who values your time.
Production Ready
Not hobby projects. These tools are built with the rigor of AAA development and the pragmatism of indie deadlines.
Let's Connect
Questions? Feedback? Just want to talk game dev? I'd love to hear from you.