I'm a Senior Game Developer with over 10 years of experience designing and building engaging, performant, and scalable gameplay systems for indie and mid-sized studios. I'm proficient in Godot and Unity, and have deep knowledge of gameplay architecture, design patterns, and clean, maintainable code. I thrive in cross-functional remote teams, with strong backgrounds in solo and collaborative projects, including live production environments. I'm passionate about creative problem-solving and delivering high-quality player experiences.

Graciano Godoy

I'm a Senior Game Developer with over 10 years of experience designing and building engaging, performant, and scalable gameplay systems for indie and mid-sized studios. I'm proficient in Godot and Unity, and have deep knowledge of gameplay architecture, design patterns, and clean, maintainable code. I thrive in cross-functional remote teams, with strong backgrounds in solo and collaborative projects, including live production environments. I'm passionate about creative problem-solving and delivering high-quality player experiences.

Available to hire

I’m a Senior Game Developer with over 10 years of experience designing and building engaging, performant, and scalable gameplay systems for indie and mid-sized studios. I’m proficient in Godot and Unity, and have deep knowledge of gameplay architecture, design patterns, and clean, maintainable code.

I thrive in cross-functional remote teams, with strong backgrounds in solo and collaborative projects, including live production environments. I’m passionate about creative problem-solving and delivering high-quality player experiences.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate

Work Experience

Unity Developer at The Interface – Project Jade
January 1, 2025 - Present
Built the entire Unity side of an AI-driven, user-generated content game platform, architected on Unity ECS for high performance with many concurrent AI agents, integrating a local Ollama (Mistral) model via a REST API for real-time NPC behavior and content generation. Designed a modular character system and AI-controlled NPCs whose personalities and reactions could be defined by creators. Implemented a modular game-rules system and an event-driven scripting layer, where logic was composed of conditions and actions that creators could assemble through a visual interface or generate from natural-language prompts.
Godot Developer at Bippinbits
January 1, 2025 - January 1, 2026
Built the Infiltrator keeper with a platformer character controller featuring wall jumping, rope-swinging physics, and projectile throwing with trajectory prediction and high-speed collision detection. Built the Beastmaster keeper with a character controller featuring tentacle-based movement and mining mechanics. Designed and implemented a companion AI system with autonomous pathfinding, task management, decision-making, and multiple behavioral states in a high-stress, ever-changing gameplay environment. Delivered multiplayer-compatible gameplay with serialization, pause support, and gamepad input. Integrated positional and context-sensitive audio systems with distance-based attenuation for both the keeper and the AI companion.
Unity Developer at The Sandbox (UGC Metaverse Platform)
January 1, 2022 - January 1, 2025
Refactored and modernized legacy systems using Unity’s DOTS and ECS for scalability and performance. Maintained and developed core gameplay systems in a live production environment. Collaborated with designers to implement gameplay features aligned with creative vision. Designed and deployed custom UI/UX features with dynamic feedback and animation systems. Identified and resolved deep-rooted bugs affecting legacy infrastructure.
Unity Developer at Parrudo Game Studio
January 1, 2021 - January 1, 2022
Developed and launched a 2D puzzle platformer for mobile (iOS & Android) with integrated ad-based monetization. Partnered with Lion Studios to rapidly iterate, prototype, and test hyper-casual titles.
Lead Game Developer at Província Studio (Local Co-op Beat ’Em Up) – Josh Journey: Darkness Totems
January 1, 2018 - January 1, 2021
Led development of a hand-drawn 2D local co-op beat ’em up for up to four players in Unity, from prototyping to Steam launch. Designed and programmed a robust combat system featuring combo chaining, mid-combo character switching, and diverse attack mechanics. Designed and programmed an abilities system, including a character stats architecture capable of handling dynamic modifiers through buffs and debuffs. Designed and programmed 3C systems, featuring a kinematic character controller, dynamic camera behavior, and responsive controls to support fast-paced co-op gameplay. Designed and programmed all enemies and bosses, including AI using Behavior Trees and Context Steering, delivering engaging and challenging encounters. Collaborated with artists to integrate hand-drawn assets. Developed custom editor tools, streamlining content creation workflows and enabling non-programmers to contribute effectively. Implemented responsive UI for local co-op.
Game Programmer at Freelance / Various Studios
January 1, 2014 - January 1, 2018
Created a Unity-based architectural visualization software using Zenject and modular systems. Developed a custom VR quiz game for marketing presentations, with editor tools for dynamic question creation. Created a 2D platformer for academic presentations with a bespoke kinematic physics system. Delivered a 3D mobile platformer with complete pipeline ownership (3D modeling, texturing, rigging, animation, and optimization).

Education

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Qualifications

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Industry Experience

Gaming, Software & Internet, Media & Entertainment