Available for contract work

I build the systems
your game runs on.

Freelance Godot programmer. Combat, inventory, economy, UI. Scoped in writing, delivered playable, and documented well enough that you don't need me afterwards.

3Client projects
3Titles shipped
168Plays on itch
Godot 4Primary engine
Play itObsidio gameplayObsidio — You don't place towers. You are the weapon.
The Last Wager gameplay
02 / 08 — Now playing

The Last Wager

Luck is the decoy. The real game is reading the AI.

01Selected work

Every project here is playable or readable.

Client work first. Every one of these opens into a proper write-up of how it was built, not just a row of screenshots.

Client3 projects

Built to someone else’s spec, on someone else’s deadline.

Solo3 projects

Mine start to finish. Design, code, ship, and whatever breaks after.

Jam & team2 projects

Godot work under jam pressure, with other people counting on it.

Experiments2 projects

Built to answer a question rather than to ship anything.

SIGNALS gameplay
01 / 2026

SIGNALS

Solo programmer · Unity systems MVP

A Unity systems study: scoring, narrative, and consequence queues.

  • Narrative
  • Mystery
  • Social Deduction
  • Singleplayer
  • Unity 2022.3
Partitio Yellowili gameplay
02 / 2026

Partitio Yellowili

Solo programmer · YOMIH (Godot 3) mod

The hard part was not the character. It was YOMIH's tick loop.

  • Fighting
  • Mod
  • Godot
  • Systems
  • YOMIH (Steam, Godot 3)
02What I build

Systems, not screenshots.

Everything here has shipped in something real. The project it came from is listed underneath.

01

Combat & game feel

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 weaponsObsidio

02

Inventory & item systems

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 specGrid Inventory

03

Economy & progression

Currency sinks, upgrade trees, wave scaling, risk and reward loops. Tuned so spending stays a decision instead of a formality.

Coins, upgrades, wave eventsObsidio

04

Turn-based & tactics

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 flowTurn-Based Combat

05

Tools & VFX

Editor tooling and effects your designers can retune themselves, at 2am, without finding a programmer first.

12 live parameters, 5 palettesFlamethrower VFX

06

Multiplayer

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 isThe Last Wager

03How it works

No month-long silences.

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.

Step 01

Scope in writing

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.

Step 02

Playable first

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.

Step 03

Weekly builds

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.

Step 04

Handover you can keep

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.

04What it's like to work with me
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!
Phantom ByteGame Dev League Discord, August 2026See the work
05About

Mazen — Godot programmer,
CS student.

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.

  • EngineGodot 4 (GDScript). Unity and C# when a project calls for it
  • Focus2D systems: combat, economy, inventory, UI, persistence
  • Working withSolo devs, small studios, jam teams
  • EngagementsFixed-scope systems, plugins, playable prototypes
  • BasedRemote, and used to working across time zones
Systems — nodes, edges, and the thing that keeps ticking.
06Start a project

Tell me what you need built.

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

Discord

Helpful to include

  • What the game is, in a sentence or two
  • The system you need built, and where it sits
  • Engine and version, and whether there is a codebase already
  • Rough timeline and budget range
  • A build or repo I can look at, if one exists