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.

PEEK exists because I kept wishing someone would build the tools I actually needed. Tools made by someone who ships games, not just writes code.

The Journey

1

Early Days

Kid with QBasic

Building RPGs and tinkering with code

2

Agency Years

Mobile Dev

Founded agency, built games on the side

3

Indie Journey

2D Platformer

Deep Unity dive, learned what was missing

4

Professional

AAA Studios

Lead engineer to engineering leader

5

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.