I will build a unity game prototype, mvp or vertical slice


Level 1
About this gig
Need to prove your game idea is funor pitch publishers and investorsbefore spending thousands on full production?
I'm Jarif, a Unity C# developer (4+ years) building rapid game prototypes, playable MVPs, and polished vertical slices across Simulation, Action, Adventure, Puzzle & Racing.
What I Prototype in Unity (3D & 2D):
Core Mechanics Lab: Custom controllers, physics grab/throw, combat, climbing, vehicles & puzzles
Systems & Economy: Inventory, crafting, building, dialogue, card/board logic & save/load
AI & Encounters: State-machine enemies, companions, bosses & wave spawners
Publisher Vertical Slices: URP/HDRP lighting, juicy game feel, UI/HUD, SFX & 60+ FPS polish
Cross-Platform Proofs: Windows PC, Mobile (Android/iOS), Photon/Mirror online, or Quest 3 VR
Why Founders & Studios Start Here:
Expandable SOLID C# (built to grow into your full gamenever throwaway spaghetti code)
Fast 5-30 Day Sprints with playable builds (.EXE / .APK) & clean Git commits
100% IP Ownership + NDA signed on request
Message me your concept, GDD, or reference game firstI reply within 1 hour with a sprint plan.
Get to know Jarif Haque
Unity Game Developer Polished Mobile, PC and VR Games That Players Love
Level 1
- FromBangladesh
- Member sinceDec 2022
- Avg. response time1 hour
- Last delivery1 month
Languages
Bengali, English
My Portfolio
Other Game Development Services I Offer
FAQ
What is the difference between a Prototype, MVP, and Vertical Slice?
A Core Prototype (Basic) tests 1–2 mechanics in greybox/simple art to prove it feels fun. An MVP (Standard) connects your full core loop with UI and stylized art for playtesters. A Vertical Slice (Premium) delivers 5–15 mins of near-final visuals and polish to pitch publishers.
Will the C# code scale cleanly into our full commercial game?
Yes—that is my #1 rule. Even on a 5-day prototype, I use modular SOLID C# and ScriptableObject data configs rather than messy throwaway scripts, so I (or your internal studio team) can build the full game directly on top of it.
What platforms can you deliver the playable prototype build for?
I deliver ready-to-play builds for Windows PC (.EXE), macOS, Android (.APK), iOS (Xcode), WebGL, or Meta Quest VR—plus the complete, organized Unity project folder via zip or Git repository.
Do I need a full Game Design Document (GDD) or 3D art before ordering?
No! A 1-page brief, rough sketch, or 1–2 reference games (e.g., 'mechanics like Supermarket Simulator + Portal grabber') is plenty. For Basic I use clean greybox/prototyping primitives; for Standard/Premium I integrate licensed or custom-supplied 3D art.
Do I own 100% of the source code and IP, and will you sign an NDA?
Yes, 100%. All intellectual property, custom mechanics, scenes, and documented C# scripts belong entirely to you upon completion. I routinely sign studio NDAs before reviewing confidential pitch decks or concepts.
Can you prototype one custom mechanic for our existing Unity repo?
Absolutely. Many studios hire me via Git (GitHub, GitLab, Plastic) to build one isolated, decoupled mechanic—such as a physics grabber, crafting grid, AI boss, or Photon/Mirror lobby—ready to drop into their main project.
If our prototype succeeds, can you build the full game afterward?
Yes! Most of my long-term clients start with a $100–$690 prototype or vertical slice. Once validated, we seamlessly transition the exact same Unity codebase into full production via Fiverr Milestones or a monthly retainer.
How fast can we review progress during the sprint?
You never wait in the dark. On 5-day sprints you get a mid-sprint video/build check; on 12–24 day MVPs and Vertical Slices you receive regular playable test builds so we can tune game feel early.

