Ed, ChampChase founder, with Luna

ED — SOLO DEV
6-YEAR ARC
CHAMPCHASE FOUNDER

With Luna — one of the 12 in-game companions

RAISED BY A COMPUTER

I got my first computer — an old Intel Pentium — when I was eight, and I basically never left. It started with an unhealthy amount of Counter-Strike 1.6. Then RuneScape, where I worked out I'd rather flip the market than fight in it. Then World of Warcraft — which I didn't even own. I grinded the free trial over and over, a level-20 mage, fishing crates out of the Darkmoon Faire just to open them and sell the loot for gold. The trial capped me at 20 gold, so it was completely pointless. I did it anyway, because I liked it. That part never changed.

The machine stayed; what I did on it just grew up — games, then editing, then everything since, all at the same desk. When someone close to me needs a computer built or picked out, I'm the one they come to, and I'm glad to be. Hardware, software, the way it all fits — none of it is new to me; I could put a PC together blindfolded.

So when someone hears "solo dev, no game-dev experience" and pictures me fumbling in the dark, that's not it. The game is the new part. The computer never has been. This is the most at home I've ever been.

BIO

I never really played games — I played their economies. Maxed every profession across a row of alts, built the spreadsheets, ran the auction house like a market maker. The game was the trading floor; everything else was downtime between flips. When I hit a million gold in WoW I looked at it, decided it was boring, spent it all on mounts, and logged off.

Then I stopped playing and started operating. I never built the tools — I mastered the ones that already existed, partnered with the people who made them, and built an audience teaching everyone else how. Power user, partner, marketer, teacher. An operator long before I opened a game engine.

ChampChase has no pay-to-win, no slot machines, no premium currency, no ads. That's not a marketing line — it's a grudge. Clash of Clans gems. The forced ad break you sit through just to keep using a "free" app. The whole machine engineered to bleed you a little at a time, forever. It's enraged me my whole life as a player. So I'm building the exact opposite: pay once, own it, and the game never reaches into your pocket again. The hatred came first; the price is just the honest way to keep it that way.

No game-dev experience, no plan, just a lifetime on the player's side of the screen and the instinct for what a game should actually feel like. Still winging it. Just aimed at something I'm proud of now.

TRACK RECORD

ChampChase isn't a standing start. I've been making videos since I was 10 — the first one some top-10 Minecraft skins thing I put together at the local library — and I kept posting to YouTube just for fun for years. Around 14 I found a niche, realized there was actual money in it, and ran with it until a couple of years ago, eventually adding a second channel alongside the first — writing, shooting, editing, and handling the sponsorships myself the whole way. Alongside all that, five years of internal IT at a financial institution — supporting staff, running the ticketing and internal systems, and building out tooling and projects on infrastructure too sensitive to be sloppy with. Plus a stretch in sales. Nothing flashy, but I've been quietly building and running things on my own for most of my life. ChampChase is the biggest swing yet.

THE 6-YEAR ARC

Six years to dream it. One stretch of my life to build it.

The six years isn't six years of building. The idea showed up in 2020 — I was 18, a mess, on fire with it. My dad planted the seed; I told my brother he was co-founder, sat down, and wrote the whole thing out by hand: the trailer, the fight visualizer, the marketplace, “a sick website.” Then it sat. For five years it lived in a drawer and a Notion doc while the rest of my life came apart.

I didn't pick it back up until this January — not inspired, just out of road. No degree, no clean CV, nothing I wanted to go back to. ChampChase was the realest thing I had, so I made it. Skeleton first, then assets, then I wired it all together, making the systems up as I went, because a lifetime of playing games was the only design doc I had. AI was the multiplier — but the build is my own hands on it, through the worst stretch of my life.

I built it on the way up, not after. The climb in the game is one I'm still on — I'm not going to stand here and tell you I've finished it, and the game doesn't tell you that either. That's the point. Every system in it came out of the real thing. The only part I made up is the boxing.

The arc isn't talent. It's winging it until it worked — and not quitting when quitting was the easier call. The whole record, every pass and every bad night, is in the devlog. I don't hide the numbers, and I don't hide the rest.

STACK

Six categories. One person. Every part hand-driven.

U22

ENGINE + CODE

Unity 2022.3 LTS, C#. Pipeline architecture. The build is the build.

AI

AI ORCHESTRATION

Claude Code drives the pipeline. Not a vibe-coder — a director.

VX

VOICE DIRECTION

ElevenLabs for 106 voiced scenes, 1002 lines. Every read intentional.

SU

MUSIC COMPOSITION

Suno for the OST. 23 mood packs, an original soundtrack. Hardstyle to jazz.

WEB

WEB STACK

Vanilla HTML/CSS/JS. PHP shared hosting. FileZilla deploy. No framework debt.

OPS

OPS

SQL, Git, Linux basics. Enough to keep the lights on. Learning the rest.

AVAILABLE FOR

ChampChase is the main event. Partner + collab convos always open — and select client builds on the side.

REACH OUT

Direct line: contact@champchase.net — or the contact form below.

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