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3D Game in Godot Engine (GDScript) — MVP with Levels & Save System

Employer
Digital
Project parameters
Type of cooperationOne-time project
SectionWeb development, Web programming
Prepaymentwithout prepayment
Payment methodsCash, Bank transfer
Acceptance of requestsfrom today, 20:27 until Sep 15, 2026
Project description
Our small indie studio is preparing a vertical slice of a 3D game and we are looking for an experienced Godot developer to build the playable core. We have already settled on the Godot engine specifically — this is not a Unity or Unreal project, and we do not want it ported from another toolchain. The gameplay is grounded and simple: a third-person character explores a handful of compact levels, avoids or fights a few basic enemies, and progresses toward an exit. We have concept art, placeholder meshes and a short design brief ready to hand over, so you can focus on implementation rather than deciding scope from scratch.
The work covers the full loop of a minimal but complete game. You will implement responsive player movement and controls (walking, running, jumping, camera follow) using GDScript and the engine's physics bodies, then assemble three to four short levels from the assets we provide, wiring up collisions, triggers and level transitions. Enemies need straightforward but readable AI — patrol routes, line-of-sight detection, chasing the player and a simple attack — nothing that requires a full behaviour-tree framework, but it must feel fair and debuggable. A save and load system is essential: the game should remember the current level, player position, health and collected items, and restore them cleanly on the next launch. Please keep the project organised with clear scene structure and reusable scripts, since our own team will keep building on top of it afterwards.
The final deliverable is the Godot project source plus working desktop builds. We expect clean, commented GDScript, a short note on the project layout, and a smooth first-run experience on a fresh machine.
— Player movement, controls and third-person camera in GDScript
— Three to four playable levels built from supplied assets
— Basic enemy AI: patrol, detection, chase and attack
— Save/load system covering progress, position, health and inventory
— Exported desktop builds for Windows and Linux, plus documented source
The work covers the full loop of a minimal but complete game. You will implement responsive player movement and controls (walking, running, jumping, camera follow) using GDScript and the engine's physics bodies, then assemble three to four short levels from the assets we provide, wiring up collisions, triggers and level transitions. Enemies need straightforward but readable AI — patrol routes, line-of-sight detection, chasing the player and a simple attack — nothing that requires a full behaviour-tree framework, but it must feel fair and debuggable. A save and load system is essential: the game should remember the current level, player position, health and collected items, and restore them cleanly on the next launch. Please keep the project organised with clear scene structure and reusable scripts, since our own team will keep building on top of it afterwards.
The final deliverable is the Godot project source plus working desktop builds. We expect clean, commented GDScript, a short note on the project layout, and a smooth first-run experience on a fresh machine.
— Player movement, controls and third-person camera in GDScript
— Three to four playable levels built from supplied assets
— Basic enemy AI: patrol, detection, chase and attack
— Save/load system covering progress, position, health and inventory
— Exported desktop builds for Windows and Linux, plus documented source