s
santiagowatson

Santiago W

@santiagowatson
Vereinigte Staaten
Englisch
Einige Informationen werden in englischer Sprache angezeigt.
Über mich
I build game systems in Godot using GDScript. I focus on making the code clean, organized, and easy to expand later. I work on things like inventory systems, item and effect systems, stats, and combat. These are the core systems that make a game work behind the scenes. My goal is to take messy or complex gameplay ideas and turn them into simple, structured systems that can grow over time without breaking.... Mehr lesen

Kompetenzen

s
santiagowatson
Santiago W
offline • 
Durchschnittliche Antwortzeit: 1 Stunde

Meine Dienstleistungen

Projektmanagement
I will manage and organize your data for reporting and analysis
Fehlerbehebung
I will fix, design, or improve your godot game systems in gdscript

Arbeitserfahrung

Self_Employed

Game Deisnger

Self Employed • Selbstständig

Apr 2025 - Present1 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.