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brady_dave

brady

@brady_dave

Godot 4 specialist UI Shaders Bug Fixing and Gameplay Systems

Brazilië
Engels, Duits
Sommige informatie wordt in het Engels weergegeven.
Over mij
Your game is already built. But the UI breaks flow. The framerate dips. The shader looks flat. The abilities feel half-baked. That's where I come in. I'm a Godot 4 specialist. Not a generalist. Not a "I do Unity too" guy. I focus on four things that actually make or break a game: → UI & HUD systems that feel designed, not cobbled together → Performance fixes that stop the frame drops → Shaders & VFX that add the juice that players feel but can't explain → Gameplay systems built clean — inventory, combat, abilities, AI GDScript & C#. Signals done right. No shortcuts.... Lees meer

Skills

b
brady_dave
brady
offline • 

Bekijk mijn diensten

Maatwerk
I will design and build game UI, hud, and menus in godot 4
Bugfixes
I will fix bugs and optimize your godot game for smooth performance

Portfolio

Werkervaring

Game_Or

Freelance Godot 4 Game Developer

Game Or • Freelance

May 2022 - Present4 yrs 1 mo

Developed game UI systems, shaders, VFX, gameplay mechanics, and bug fixes for Godot 4 projects. Delivered HUD designs, custom GLSL shaders, particle-based VFX, signal-driven inventory and combat systems, and performance optimization passes for indie developers, studios, and solo creators. All work written in clean GDScript and C# with documented architecture.

STUDIO_IO

Godot Shader & VFX Developer

STUDIO IO • Parttime

Jan 2021 - Nov 20254 yrs 10 mos

Built custom GLSL shaders and VFX systems in Godot 4 including outline, dissolve, glow, water, CRT, and hit-flash shaders, plus particle burst systems, screen shake, and game feel improvements. Focused on making gameplay moments feel impactful through visual feedback and responsive effects integrated into real game projects.

Game Systems & UI Developer Godot 4

Game Science • Fulltime

Aug 2020 - Nov 20233 yrs 3 mos

Built gameplay systems and UI for Godot-based indie games — inventory with drag-and-drop, turn-based and real-time combat, enemy AI using finite state machines, RPG stat and leveling systems, save/load pipelines, and responsive HUD layouts. Specialised in signal-driven, scene-separated architecture that scales cleanly as projects grow.