I will develop your unity game for any platform

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Igor P

About this gig

We are Unity Developers 3-person indie team. Between us we've shipped 4 games on Steam and worked on plenty more that never got that far so I'm not guessing at what "production-ready" means, I've had to live with my own code months after writing it.

Gameplay programming is what I actually do all day, not a side skill. Mechanics, ability systems, combat, progression, run-based roguelike loops I build the systems that make a game feel like a game and not a tech demo.

Architecture: I don't just slap scripts on GameObjects and hope it holds. Depending on the project I'll use ECS for performance-heavy systems or Zenject/DI for cleaner dependency management whatever actually fits your project instead of whatever I default to out of habit. If your codebase is already a mess, I can also just work inside your existing structure without rewriting everything.

Multiplayer: This is where I probably have the most reps. FishNet, Mirror, Photon I've built and shipped networked gameplay on all three, so I know where each one breaks and what workarounds actually work in practice, not just what the docs say.

Rendering: URP, HDRP, whatever pipeline your project is on post-proc

Get to know Igor P

Igor P

Multiplayer and gameplay programmer in Unity and Unreal

  • FromRussia
  • Member sinceApr 2024
  • Avg. response time1 hour
  • Languages

    English, Russian
Hi, I'm Igor. 5 years in Unity, 3 in Unreal, 1 year commercial work. Unity: C#, gameplay systems, combat, abilities, progression, procedural generation, LeoEcs, save systems, editor tooling, URP and HLSL shaders. Unreal: C++ and Blueprints, Gameplay Ability System, replication, behaviour trees, custom movement components. Multiplayer: FishNet, Mirror, Photon, Netcode for GameObjects. Also Python and C++ outside of engines. Games shipped on Steam. Currently building CHAIN, a PSX-style horror shooter. For bigger projects I bring in two people I've worked with for years.

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