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Godot Game Developer — 2D & 3D Indie Games in GDScript
Service description
I am a game developer working exclusively with the Godot Engine, and I have shipped a range of 2D and 3D indie titles from first prototype to a playable, polished build. Godot is my tool of choice rather than a compromise: I lean on its node and scene architecture, its signal system, and GDScript to keep projects readable, modular, and easy to iterate on. When you bring me an idea, I start by turning the core loop into a tight, playable prototype so we can feel whether the mechanic is fun before we invest in art, levels, and content. From there I grow the project in vertical slices, keeping the codebase clean enough that adding a new enemy, weapon, screen, or ability never turns into a rewrite.
My day-to-day covers the whole surface of a real game. I write gameplay mechanics such as player controllers, physics-driven movement, state machines, enemy AI, inventories, dialogue, and save and load systems. I build interface flows that actually respect the player: responsive menus, HUDs, settings screens, and controller as well as keyboard and touch input. I care about the parts players never see too, structuring scenes and autoloads sensibly, profiling for frame drops, and writing GDScript that the next developer can pick up without a manual. Whether the target is a cozy 2D pixel game or a compact 3D experience, I match the scope to your budget and deadline honestly instead of over-promising.
I also handle the unglamorous but essential final mile: exporting and testing stable builds for Windows, Linux, and macOS on desktop, and for Android and iOS on mobile, including input remapping, aspect-ratio handling, and performance tuning for weaker hardware. I communicate in plain language, share regular playable builds so you are never guessing about progress, and I am comfortable picking up an existing Godot project to fix, extend, or optimize it. If you want a partner who lives and breathes this specific engine, let's talk.
— 2D and 3D gameplay programming in GDScript (Godot 3.x and 4.x)
— Player controllers, physics, state machines, and enemy AI
— UI and UX: menus, HUD, inventory, dialogue, save/load systems
— Input handling for keyboard, gamepad, and touch
— Desktop exports (Windows, Linux, macOS) and mobile exports (Android, iOS)
— Performance profiling, optimization, and bug fixing on existing Godot projects
My day-to-day covers the whole surface of a real game. I write gameplay mechanics such as player controllers, physics-driven movement, state machines, enemy AI, inventories, dialogue, and save and load systems. I build interface flows that actually respect the player: responsive menus, HUDs, settings screens, and controller as well as keyboard and touch input. I care about the parts players never see too, structuring scenes and autoloads sensibly, profiling for frame drops, and writing GDScript that the next developer can pick up without a manual. Whether the target is a cozy 2D pixel game or a compact 3D experience, I match the scope to your budget and deadline honestly instead of over-promising.
I also handle the unglamorous but essential final mile: exporting and testing stable builds for Windows, Linux, and macOS on desktop, and for Android and iOS on mobile, including input remapping, aspect-ratio handling, and performance tuning for weaker hardware. I communicate in plain language, share regular playable builds so you are never guessing about progress, and I am comfortable picking up an existing Godot project to fix, extend, or optimize it. If you want a partner who lives and breathes this specific engine, let's talk.
— 2D and 3D gameplay programming in GDScript (Godot 3.x and 4.x)
— Player controllers, physics, state machines, and enemy AI
— UI and UX: menus, HUD, inventory, dialogue, save/load systems
— Input handling for keyboard, gamepad, and touch
— Desktop exports (Windows, Linux, macOS) and mobile exports (Android, iOS)
— Performance profiling, optimization, and bug fixing on existing Godot projects
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