I'm Marc Kletz - a developer in Linz, Austria, with a decade of programming behind me and five years building games and tools professionally. I can take a project from concept to a working, shipped product, or work with existing code bases - reworking them, hunting down bugs and adding features.
Full-cycle Unity and C# for PC, mobile and VR. Gameplay systems, player controllers, combat and boss fights, animation setups, UI and custom tooling.
C#, Python, C++ and Java. Automation, data pipelines, and the integrations - REST APIs, backends, third-party SDKs and full software stack.
Chatbots, LLM-powered applications and agent platforms: tool integration, prompt and context engineering, retrieval over your own knowledge, and the safety layer - permissions, approvals, audit and cost control.
Fast, clean sites and web apps, front to back. A static page like this one, or a full application with a real API behind it.
Training, education and simulation built as games - for companies, schools and institutions.
Architecture and technical leadership for your project, plus hands-on workshops on gamification, game design, or AI safety training.
Since April 2026 I have been building and running Selina, my own agent harness - a system that gives a language model tools and lets it do work on a machine.
Selina is a personal research and development project - currently just a proof of concept. But it is the same shape of system that companies now want to run internally, and I have built every layer of it end to end. That means I can build the same kind of system for you, customized to your requirements.
Selina's interface - click the screenshot to open it full size.
The EU AI Act is already in force, in stages. Since 2 February 2025, employers have had to show that the staff who use AI systems are trained on them - contractors included. Since 2 August 2026, AI-generated content has to be disclosed. Higher-risk systems carry documentation, testing and incident-reporting duties that step in through 2027 and 2028. For most companies the practical question is simple: who trains the team, and how is it proven?
A full agent harness built from scratch: tool protocol and permission gate, MCP integration, block-based memory, task queue, cost control and a streaming browser UI.
Read the detail above.
A cozy 3D hidden-object puzzle game built with Unity and C#. Handcrafted islands you rotate and explore, interactive puzzles, and a full progression and save system. In development for PC (Steam) and mobile.
Steam page.
Four and a half years at an established Austrian games studio. Unity feature development for client work and in-house games, internal tools to speed up the team, and long-term support and client communication for a serious-games commission. Contributed to titles including Hyperspaced and Emergency Operator. A written reference is available on request.
The three titles in detail.
My master's research, co-authored with Alexander Pacha (TU Wien) and published in the proceedings of the 3rd International Workshop on Reading Music Systems. A deep-learning approach to finding a score's structural elements - staves, measures and system measures - trained and evaluated across two public datasets.
Read it on arXiv.
A neural network written from scratch, no library, evolved with a genetic algorithm until it learns to play Snake: hand-designed fitness, a breeding scheme, and a feed-forward pass implemented line by line.
GPU simulation, procedural generation, and small games - some of them playable in the browser right here.
See them all.
Small tasks, fixes and technical consulting, billed by the hour.
Workshops, on-site consulting and training days.
A defined scope and a fixed price, with a buffer built in for the unknowns.
Ongoing development at a reduced rate, for the projects that keep growing.
Want to work together?
marc.kletz@kletzgames.com