Arvonia · freelance game developer & programmer

I make games.They talk back.

I design and program responsive gameplay, dependable tools, and the invisible systems that make a game feel coherent from the first input to the final build.

Experience
Gameplay systems, tools, AI & optimization
Engines
Unreal Engine · Unity · Godot
LIVE PLAYFIELDBUILD 08.26

Selected portfolio · real project work

Proof in the build.

01

Player-facing systems · Interface prototype

Persian Warrior

Persian Warrior character selection interface with the chosen fighter and roster01 / Player-facing experience

The project

A complete journey from character discovery to finding a match.

A dark, Persian-inspired multiplayer interface that gives character selection, progression, party presence, and matchmaking one consistent visual language.

What I took care of

I took care of the player-facing flow: browsing the roster, communicating locked and unlocked states, filtering characters, surfacing currencies and online status, and carrying the selected fighter into the matchmaking screen.

  • Character roster and detail hierarchy
  • Unlock and progression feedback
  • Matchmaking and party-state presentation
  • Consistent multi-screen composition
02

Unity · C# gameplay prototype

Foodie JAM

02 / 15-second gameplay reel

The project

A small character with a complete movement stack.

A third-person Unity prototype built to test how a simple creature feels across open terrain, tighter architecture, elevation changes, and animation-driven movement.

What I took care of

I handled the gameplay foundation in C#: player look and movement, grounded checks, jump and flight logic, capsule and camera setup, animation playback, and the Animator state transitions connecting idle, run, sprint, jump, double-jump, fly, and fall.

  • Player controller and camera behavior
  • Ground, jump, flight, and movement states
  • Animator graph and playback hooks
  • Environment assembly and in-editor testing
03

C++ · Systems fundamentals

Console Tic-Tac-Toe

C++ Tic-Tac-Toe main game loop and function declarations03 / Core C++ game loop

The project

A compact game loop with every outcome accounted for.

A player-versus-computer terminal game focused on clear state management: numbered input, a readable board, valid move selection, computer turns, and deterministic end conditions.

What I took care of

I wrote the complete C++ loop and separated it into focused functions for board drawing, player input, randomized computer moves, win evaluation, and tie detection, then tested win, loss, and draw states in the console.

  • Board representation and terminal rendering
  • Input mapping and occupied-cell validation
  • Randomized computer move selection
  • Win, loss, and tie-state evaluation

Selected collaborations · public projects

Projects I've worked with.

Independent games with distinct creative identities. These notes describe the projects themselves; detailed contribution breakdowns are available privately.

Unity · Open-world action RPG

Bambi's Ascension

Carnista's Uprising

A narrative-led action RPG set in Furthia, shaped around open-world exploration, character progression, dynamic threats, and Chakra-powered combat.

View public project
Dark Magic Prophecies project artwork02 / development collaboration

Systems · Competitive card game

Dark Magic Prophecies

Dark-fantasy card systems

A competitive dark-fantasy card experience where cultists advance shifting prophecies through Dark Deeds, arcane cards, and forbidden Grimoires.

View public project
Cartoon Therapy project artwork03 / development collaboration

Visual novel · Expressive 2D work

Cartoon Therapy

Character-driven storytelling

A character-led visual novel built around conversation, emotional reactions, and expressive 2D acting developed from rough motion through final color.

View public project

Experience across the full gameplay loop

Built to survive beyond the prototype.

I can take a feature from prototype to production in Unreal Engine, Unity, or Godot—architecture, implementation, debugging, tooling, optimization, and a clean handoff your team can keep building on.

01 · UNREAL ENGINELarge-system thinking.

C++, Blueprints, gameplay abilities, AI, animation integration, profiling, and designer-safe tools.

02 · UNITYFast iteration, solid foundations.

C#, component architecture, editor extensions, URP workflows, input, build health, and performance passes.

03 · GODOTLean systems with room to grow.

GDScript or C#, signals, custom resources, gameplay frameworks, tool scripts, and rapid vertical slices.

01

Find the verb.

Before the roadmap, find the action that deserves another ten minutes of someone's time.

02

Make it legible.

Complex systems are welcome. Confusing feedback is not. The player should feel smart, not briefed.

03

Ship the honest version.

Keep the part with a pulse. Cut the part that only looks convincing in a task tracker.

Cross-engine experience

From first input to final frame.

I adapt to the engine without lowering the standard: readable systems, useful tools, stable builds, and player-first decisions.

01

Gameplay architecture

Combat, traversal, AI, interaction, inventories, and the state models that keep them understandable.

02

Creative tooling

Editor extensions and data workflows that let designers move without waiting for an engineer.

03

Feel & technical art

Camera, animation hooks, shaders, feedback, and the last 10% that makes an action feel intentional.

04

Performance & finish

Profiling, frame budgets, build discipline, and the unglamorous passes that turn prototypes into products.

UNREAL ENGINE 5C++ · Blueprints · GAS
UNITYC# · URP · Editor tooling
GODOT 4C# · GDScript · Custom resources
PROGRAMMINGC++ · C# · GDScript · Git · Debugging

Make something worth replaying

Need a developer who thinks like a player?

Available for selected collaborationsRemote · Flexible across time zonesDirect message @arvonia_studio on Discord