Grid Inventory
Client programmer · Godot 4 plugin
A Godot inventory plugin: grid loot, nested bags, equipment.
Freelance Godot programmer. Combat, inventory, economy, UI. Scoped in writing, delivered playable, and documented well enough that you don't need me afterwards.
Obsidio — You don't place towers. You are the weapon.
Client work first. Every one of these opens into a proper write-up of how it was built, not just a row of screenshots.
Built to someone else’s spec, on someone else’s deadline.
Client programmer · Godot 4 plugin
A Godot inventory plugin: grid loot, nested bags, equipment.
Client programmer · combat systems
Tactics combat you can replay from a seed.
Client programmer · Godot 4.3 tool + shaders
Not an effect. A tool for making the effect.
Mine start to finish. Design, code, ship, and whatever breaks after.
Solo programmer · Godot 4.6 · 3-month ship
Typical tower defense: watch. This one: aim.
Solo programmer · Design + systems + ship
Luck is the decoy. The real game is reading the AI.
Godot work under jam pressure, with other people counting on it.
Team (4) · Godot programmer + 2D assets
One week. Four people. I owned move mechanics in Godot.
Team (3) · Build stability + production
The bet: nail movement feel, then stop adding systems.
Built to answer a question rather than to ship anything.
Solo programmer · Unity systems MVP
A Unity systems study: scoring, narrative, and consequence queues.
Solo programmer · YOMIH (Godot 3) mod
The hard part was not the character. It was YOMIH's tick loop.
Everything here has shipped in something real. The project it came from is listed underneath.
Hit reactions, weapon physics, enemy state machines, hit-stop, screen shake. The layer that decides whether a fight feels good or just resolves.
9 enemy types, 5 weapons — Obsidio
Grid inventories, equipment slots, hotbars, drag and drop, world pickups. Built as a reusable plugin, not code welded to one project.
Godot 4 plugin, built to spec — Grid Inventory
Currency sinks, upgrade trees, wave scaling, risk and reward loops. Tuned so spending stays a decision instead of a formality.
Coins, upgrades, wave events — Obsidio
Turn order, ability resolution, grid movement, opponents that behave differently from each other. Rules kept away from presentation so they stay testable.
Ability select, battlefield flow — Turn-Based Combat
Editor tooling and effects your designers can retune themselves, at 2am, without finding a programmer first.
12 live parameters, 5 palettes — Flamethrower VFX
Server-authoritative turn-based netcode in Godot 4: intent-based clients, per-player filtered state, reconnection. In build, not shipped yet, and I would rather say so.
In progress — ask where it is — The Last Wager
Hiring a contractor usually means worrying about three things: scope creep, someone going quiet, and being left with code nobody can maintain. Here's what I do about each.
Before any code: what I am building, what I am not, and what finished means. You sign off on it, and it is the thing we both point at later.
The first milestone is something you can run, not a document. Playing a system beats reading about one when you are deciding whether it is right.
A build and a short written update every week. You will never wonder where things are, and nothing turns into a surprise at the end of a milestone.
Commented GDScript that fits your project structure, plus notes on how the pieces connect. If you never speak to me again, it should still be maintainable.
Big vouch for Mazen. I needed some custom VFX work done, and he delivered top-notch results that fit perfectly with my project’s vision. He was professional, quick to respond, and easy to work with from start to finish. Would definitely collaborate again!
I build 2D game systems in Godot: combat feel, economy loops, signal-driven UI, persistence. If a feature doesn't change how a run feels, it doesn't ship.
Most of what I do is the unglamorous half of a game: the part that still has to work a month after the deadline. I write a postmortem for every project, partly because the reasoning matters more than the result, and partly so you can see how I think before you hire me.
Email or Discord, whichever's easier. I answer every real message, and I'll tell you straight if it's not something I should be taking on.
mazicore78@gmail.com