Open to junior roles & contracts
James Solo dev behind Zillapps — games in months, not years.
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Engines: Godot · Unity Training: Level 2 & 3 Games Dev · Distinction Building: 2 titles in production
01 / Selected work
The gallery.
No download links, on purpose. Both titles are pre-release and the builds stay with me — so this is shots and gameplay instead of something to install.
Three slots: your two titles, plus a clip of one of them. Drag an image onto a tile (or hit Pick) to preview it instantly — nothing is uploaded, it's a local preview so you can see how your shots sit in the layout.
8 screens
No builds to hand out, so the artefacts have to do that
job. A six-second clip, a GIF of one system working, a code excerpt with a paragraph on why it's
shaped that way, the editor tool you wrote, the streak data model drawn out — those say as much as a
playtest and put nothing on someone else's machine. Keep the honest tags (In development, never
Shipped). Swap the pairs if Unbound is further along. And when you can, add one line about what
you cut to get a build finished: that's judgement, and it's rare in juniors.
To make a shot permanent, open this file in an editor and inside the tile replace
<img alt=""> with <img src="shots/your-shot.jpg" alt="What the player sees in PROJECT"> —
then add class="tile filled" on that tile. Drop the images in a shots/ folder next to the file.
02 / About
How I actually work.
I came up the trained route — Level 2 and Level 3 Games Development, distinction in both — so the fundamentals aren't guesswork: state machines, input, save data, scene architecture, the maths behind the movement. What the classroom didn't teach me was pace. Nobody teaches you pace — how to fold eighteen months of production into six — and that gap is where a solo developer either ships or quietly stops.
So I built the pipeline around it. For games that means Godot, with AI taking the parts that were never the interesting part — boilerplate, editor tooling, first-pass shaders, porting a system between engines, reading the documentation I would otherwise be searching for. For apps it goes further: Unbound was built AI-first — Cursor and ChatGPT doing most of the writing, Supabase behind it for auth and data, Expo to put it in hands — while I owned the flows, the data model, and the places where a wrong guess costs a real person their streak.
Same rule on both sides: if I can't debug it, I don't ship it. Anything that ends up in a build gets read, tested and understood first. AI makes me three developers; it doesn't make me a fourth one with no idea what the other three did.
Which is the trade I'm actually offering: software that runs, not a roadmap. Right now that's One More Run and Unbound in production under the Zillapps name — neither public, neither at the point where I'd put a build in a stranger's hands, both being cut down to what actually matters. So the evidence here is the work: the systems, the shots, the tooling, and the code I have to understand cold.
Why do something in three years that you can do in six to twelve months? Time is the only resource a solo developer can't make more of.
- Shipping as
- Zillapps — solo, on Google Play
- Discipline
- Solo dev — design, code, ship
- Daily tools
- Godot, Unity, Expo, Supabase, C#, GDScript
- Training
- Distinction, Levels 2 & 3
- Workflow
- AI-first — Cursor, ChatGPT, then hands-on debug
- Looking for
- Junior roles & contracts
- Reply time
- Same day, usually within hours
03 / Contact
Tell me what you're building.
Concept art, a half-broken prototype, or a spec doc — any of it works. The more you say about the constraint, the better my first reply.
j.lewcam@gmail.com- On Google PlayZillapps
- Playtestsitch.io — add your handle
- Read my codegithub.com/— add your handle
- Say hi— Bluesky / X / Discord