I manage everything behind your game.
I'm Hyper, and I'm a manager first. Community, servers, testers, devs, projects, and marketing, all handled by one person so your game ships, launches clean, and keeps growing. 11+ projects across a huge range of genres, with every decision backed by real analytics and experience.
Roles
Direction
The whole thing under one vision. I keep the look, feel, systems, and direction consistent and keep the entire non-code side pulling the same way, so it all goes together instead of looking like five people built it in five directions. I steer it with real analytics, retention, economy, and where the revenue comes from tell me what to change, not guesswork.
Project Management
I run the project and keep everyone moving. Devs, scope, and timelines, run out of Discord, Notion, Trello, or Linear. I find the right people, tell them exactly what I need, and make sure nobody's lost from day one to launch.
Dev Management
I manage devs, I don't just hire them. Finding the right ones, briefing them properly, chasing progress, and keeping the build on track. I'm the bridge between the plan and the people building it.
Community & Server Management
I run the community and server as one. Staff and helper teams, every bot, moderation, tickets, restores, support, polls, announcements, and stages. I coach owners and devs on what to say for clean PR and real feedback, and I can build custom bots. Runs the same at 50 members or 50,000.
Tester / QA Management
Tester applications, testing servers, and real guidelines. I'm a genuinely good tester myself, so I know how to run a QA team, funnel them properly, and turn a messy pile of reports into notes your devs can actually act on.
Marketing & Creator Management
I've done this for real. I ran marketing as director on Anime Zero, and brought big creators plus an investor to Anime Finals. Launch strategy, audience growth, creators, and campaigns, all read through analytics so I know what's actually converting and where to push. I skip cold CC collection DMing, that's not my lane.
Game Design
I turn a rough idea into an actual game. Mechanics, progression, and how it all clicks together. I've built across a huge range of genres and audiences, so I'm not boxed into one kind of game.
Balancing
Every number in a game is a decision and I like making them. Drop rates, stats, and progression curves, all tuned in real spreadsheets so it feels fair and stays worth playing.
Planning
GDDs, roadmaps, references, and milestones. I map out everything that isn't the code so nobody's ever sitting there wondering what's next.
Work
Infractal Games
ActiveRobloxReleased
Anime Finals
ActiveRoblox · DiscordPre-releaseShells
ActiveRobloxReleased
Anime Ascensions
ActiveRoblox · DiscordPre-releaseAnime Ambush
PastRoblox · DiscordPre-releaseAnime Overseer
ActiveRoblox · DiscordEarly AccessBeyond Nen
RetiredDiscordPre-releaseAnime vs Zombies
PastRoblox · DiscordPre-releaseRaise Animals
RetiredRobloxReleasedSailor Piece League
PastDiscord
Anime Ranger X
RetiredRoblox · DiscordReleasedPackages
Audit
I come onto your game, released or not, and map out everything to change, add, or remove, and exactly how. Your existing team runs with the list.
- Full asset review: VFX, builds, SFX, music, UI, models, animations, GFX (optimization, quality, direction)
- Game design, mechanics & progression
- Bugs to fix + QoL to add
- Marketing assessment
- Data & analytics review: retention, economy, funnels
- Prioritized changelist handed to your team
Management
Everything in the Audit, and I manage your existing team through the entire changelist until it's done and live.
- Everything in Audit
- I run your current team
- Execute the full changelist
- Progress tracking & quality control
Direction
Everything in Management, and I assemble and direct the entire team, bringing in whoever is missing so the whole non-code side moves as one.
- Everything in Management
- I build out the full team
- Full creative & project direction
- One coordinated non-code side
Pay is flexible, and I mean it. How much I take, and whether it leans more toward USD or percent, both depend on how big the game is and where it is headed. The system and the upfront are negotiable per game. I'm more than capable of drafting and signing proper contracts, and I'm happy to defer pay, take it later for potentially more, or roll it straight into development so your game has a better shot at winning. We land on whatever actually fits the project.
Contact
Let's build something.
Tell me the project, how far along it is, and your budget, and I'll come back with the right way to work together. I'm flexible on pay and comfortable drafting or signing a contract.