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Personal 1:1 game development guidance

Let's turn your game idea into something playable.

Personal guidance over 12 weeks as you plan, build and improve your own game with AI.

$299 USD per month for three months

Personal guidance, focused feedback and a clear development plan.

Isabella, who leads the 1:1 mentorship
Isabella Software engineer & indie game maker

Real guidance for a real project.

Personal Game Plan

We'll work out a manageable scope and a development roadmap for your project.

Private Sessions

Work on your own game with my guidance in a 45-minute call every week.

Project Feedback

Message me on Skool between calls for feedback. Replies are not instant; reply times will be confirmed before you pay.

AI Development Workflows

Learn to use AI tools more effectively while building.

Publishing Direction

Understand the next steps for preparing and sharing a playable game.

Beyond the code

Make a game people want to play.

A working prototype is only the beginning. In calls and written reviews, you'll learn to make choices about design, visuals, story and marketing that fit your game.

Give players a reason to stay

Shape the experience around what players do, feel and want to discover next.

  • Core loopMake the main action satisfying enough to repeat.
  • First 30 secondsShow players what is interesting before asking for patience.
  • Player motivationGive each action a clear purpose.
  • Difficulty curveIntroduce challenge without losing beginners or boring confident players.
  • StakesMake players understand why their choices matter.
  • Hero's journeyBuild anticipation, change and a satisfying ending.

Give the game its own identity

Use visual decisions to make the game readable, coherent and recognisably yours.

  • Colour theoryChoose colours that support the mood and guide attention.
  • ContrastMake important objects and actions easy to spot.
  • Focal pointDirect the eye to what matters in each scene.
  • Visual hierarchyHelp players read screens in the right order.
  • CompositionPlace elements so scenes feel deliberate and clear.
  • SilhouetteMake characters and objects recognisable at a glance.

Help the right players find it

Learn to show what makes the game worth someone's time.

  • AudienceIdentify the players most likely to enjoy your game.
  • PositioningExplain what makes it distinct in one clear thought.
  • Capsule artPlan an image that communicates genre and mood at small sizes.
  • Trailer hookOpen with the moment most likely to earn another few seconds.
  • Store pageShow the experience clearly through words, images and gameplay.
  • PlaytestingUse player reactions to improve the game and its presentation.

Learn to explain your choices, show your work and ask players for useful feedback.

The planned package

  • One 45-minute one-to-one call every week for 12 weeks, 12 calls in total
  • Work on your own game live in each call with my guidance
  • Messages on Skool between calls, with reply times confirmed there before payment
  • A personal project plan for your first small game
  • Game design guidance to help you make your own decisions
  • Visual design guidance for your game
  • Storytelling guidance for your game
  • Game reviews with practical feedback
  • Publishing guidance for your first itch.io release
  • Marketing guidance to help you plan your own promotion
  • Your finished game shown to my YouTube audience if it suits the channel and you agree, with no promised views or audience size
  • Recordings, resources and everything in the free Standard community

Talk through your game idea

Tell me about the game you want to make on a free 30-minute call. We can see whether mentoring is right for both of us, with no obligation.

Book a free call (opens in a new tab)

These deliverables are being finalised. The confirmed package, start date and terms will be shown on Skool before you pay.

What each offer includes

  • The free community: lessons, resources and discussions on Skool. Free, and yours to keep using.
  • Course materials: the lessons in the Skool Classroom, available to community members.
  • The personal mentorship: 12 weekly 1:1 calls, reviews and feedback on your own game. Your $299monthly payments cover three months of mentorship, $897 in total.

What it isn't

  • Not unlimited access or instant replies.
  • Not me writing your game for you.
  • Not a guaranteed commercial release.

Your 12-week development journey.

  1. Midnight Cat, a game we madeWeeks 1–4

    Plan & Prototype

    Clarify the concept, prioritise the core mechanic and start a playable prototype.

  2. HELLPOP MAYHEM, a game we madeWeeks 5–8

    Build & Improve

    Develop the game, review its feel and work through technical and creative challenges.

  3. HAPPY DAY, a game we releasedWeeks 9–12

    Refine & Prepare to Share

    Polish, test and plan the next steps towards release.

You have the idea. Let's plan the work.

First-time game creators

You've never finished a game and want a clear path to your first one.

AI prototypes that never finish

You've generated plenty of starts. Now you want one that ends.

Hobbyists with unfinished ideas

You've been carrying an idea around for a while and want to see it playable.

Aspiring indie developers

You want honest, specific feedback on your game from someone who makes them.

See the games I make.

The best evidence of how I work is my own work: released games, games in development and the experiments behind them.

$299 USD per month for three months

One project. Twelve weekly calls. Your decisions.

$299 USD per month for three months, paid monthly through Skool. $897 USD in total.

Your 12 weeks begin from your first weekly call, booked after purchase according to the onboarding terms shown on Skool. Enrolment is rolling and 1:1, subject to available call times.

My promise: If you're not happy with what we created together, I will refund you completely, no questions asked.

Questions, answered

What is the total price?

$299 USD per month for three months. That is $897 USD in total.

Is it paid monthly?

Yes. You pay $299 USD each month through Skool for three months.

How many calls are included?

The planned package is one 45-minute one-to-one call every week for 12 weeks, 12 calls in total. You work on your own game live while I guide you. The package will be confirmed on Skool before you pay.

Can a complete beginner join?

Yes. We'll start from what you know and work out a small, manageable scope together.

What kind of game can I make?

Most small 2D games work well: platformers, puzzle games, short story or horror adventures and simple simulations. We'll work out a scope that fits 12 weeks in the first call.

Will you code my game for me?

No. You build the game and make the creative decisions. I teach, review your work and help you get unstuck so you can keep making games afterwards.

Is publishing guaranteed?

No. You'll get guidance on preparing and sharing a playable build, but no one can honestly guarantee a release or its results.

Which AI subscriptions will I need?

That depends on your project. We'll look at it together in the first call, including free options, before you spend anything on tools. Tool costs are separate from the mentorship fee.

What happens after 12 weeks?

After 12 weeks, our personal mentorship ends. You keep your roadmap and everything you built, and you can stay in the free community for as long as you like. If we both want to keep working together, you can continue with monthly mentoring on Skool. If your project clearly needs longer, raise it on our free concept call.

How is payment processed?

The button opens the AI Game Makers Club's About page on Skool. Join the free community first, then upgrade to Premium on its plans page. Skool handles the monthly payment. I recommend booking a free 30-minute concept call before you pay.

What is the refund and cancellation policy?

If you're not happy with what we created together, I will refund you completely, no questions asked. How to cancel the monthly payment and the full terms are still being finalised. They will be shown in the terms and on Skool before anyone can buy.

Your game deserves more than an unfinished folder.

Choose a small scope, work through the hard parts and get specific feedback on your game.