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santiagowatson

Santiago W

@santiagowatson
Stati Uniti
Inglese
Alcune informazioni sono riportate in lingua inglese.
Chi sono
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.... Continua a leggere

Competenze

s
santiagowatson
Santiago W
offline • 
Tempo di risposta medio: 1 ora

Consulta i miei servizi

Gestione progetti
I will manage and organize your data for reporting and analysis
Correzione di bug
I will fix, design, or improve your godot game systems in gdscript

Esperienza lavorativa

Self_Employed

Game Deisnger

Self Employed • Lavoratore autonomo

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.