
Santiago W
Kompetenzen

Meine Dienstleistungen


Arbeitserfahrung
Game Deisnger
Self Employed • Selbstständig
Apr 2025 - Present • 1 yr 2 mos
Designed and built a modular gameplay systems framework in Godot focused on scalable, data-driven architecture for RPG/ARPG development, prioritizing reusable systems and clean separation of logic over hard-coded gameplay. Developed a centralized gameplay architecture that unifies core systems such as inventory, equipment, items, quests, rewards, XP, currency, stats, combat, and state effects through shared routing and pipeline-based execution. Built extensible gameplay systems supporting complex mechanics including class and equipment rules, effect/state processing, and item-driven logic, alongside flexible inventory structures with support for multiple item types and independent handling of equipment and storage systems. Implemented a data-driven content framework supporting inspector-driven configuration, localization, audio triggers/zones, and environmental systems such as weather, enabling content creation without requiring core code changes. Created a unified effect system supporting flat and percentage-based modifiers, including damage/healing over time, buffs, debuffs, passives, and conditional logic within a single extensible architecture. Continuously refined system boundaries and refactored core modules to reduce coupling, improve traceability, and ensure predictable flow across all gameplay systems for long-term scalability and maintainability.