About the service
I'm a game developer who works exclusively on the Godot engine, bringing 2D and 3D indie projects from first prototype to a polished playable build. Godot is my deliberate choice, not a forced compromise: I leverage its node and scene architecture, signal system, and GDScript language to keep the project readable, modular, and easy to iterate on. When you come with an idea, I first turn the core gameplay loop into a compact playable prototype — this way we feel whether the mechanic is fun before investing in art, levels, and content. Then I grow the project in vertical slices, keeping the code clean enough that adding a new enemy, weapon, screen, or ability doesn't turn into a rewrite from scratch. My daily work covers the whole surface of a real game. I write game mechanics: character controllers, physics-based movement, state machines, enemy AI, inventory, dialogue, save and load systems. I build UI flows that respect the player: responsive menus, HUD, settings screens, and gamepad support on par with keyboard and touch. I care about what the player never sees: sensible scene structure and autoload patterns, profiling for stable FPS, and GDScript that the next developer will understand without instructions. Whether it's a cozy 2D pixel game or a compact 3D experience, I honestly scale the workload to your budget and timeline rather than make empty promises. I also take on the unglamorous but necessary final mile: exporting and testing stable builds for Windows, Linux, and macOS on desktop, as well as Android and iOS on mobile — with input remapping, aspect ratio handling, and performance tuning for weak hardware. I communicate in plain language, regularly send playable builds so you don't wonder about progress, and easily pick up an already-started Godot project to fix, expand, or optimize it. If you need a partner who lives and breathes this engine, let's talk. — Programming 2D and 3D gameplay in GDScript (Godot 3.x and 4.x) — Character controllers, physics, state machines, and enemy AI — UI and UX: menus, HUD, inventory, dialogue, save and load — Input handling from keyboard, gamepad, and touch screen — Export for PC (Windows, Linux, macOS) and mobile (Android, iOS) — Profiling, optimization, and bug fixes in existing Godot projects