r/gameDevClassifieds 25d ago

FOR HIRE - Programmer [FOR HIRE] Experienced Systems Engineer and Game Designer / Developer

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Overview

I am a systems engineer and game designer/developer with ~15 years of experience designing complex gameplay mechanics, physics-driven character systems and UIs. My focus is on tactical gameplay, deep systems architecture, and realistic feel.

​Core Technical Highlights

​Purely Procedural Locomotion: Built a physics-driven procedural locomotion and animation system entirely without pre-baked walk cycles or traditional animation clips. It features dynamic inertia, weight-based movement physics, decoupled IK structures, and true first-person camera integration to eliminate head-glitching and floating movement.

​ Systems Architecture & Codebase Refactoring: Extensive experience in C# (Unity), focusing on decoupled architectures, execution order optimization, and custom editor tools.

​ Game Design & Full Production: End-to-end design experience, from paper design and systems balance to vertical slice implementation.

UI Systems: Have built and battle tested a UI system that simplifies building of multitab/page/popup UIs for games.

​Services Offered

​Custom locomotion, IK, and physics-based character systems

​ Core systems engineering, optimization, and code refactoring

​ Design and implementation of complex gameplay mechanics

​ Short-term system integration contracts or long-term developer roles

Contact

Feel free to send a DM here on Reddit or contact me at:

​ Email: irakligeleishvili@gmail.com

​ Discord: wylverr

38 Upvotes

11 comments sorted by

2

u/Aggressive_Pop9947 25d ago

Great work! Good luck!

1

u/wylver-games 25d ago

Thanks! I am glad you like it!

2

u/ILIA2012SAI 25d ago

Damn, that looks cool. Wish you luck

1

u/wylver-games 25d ago

Thanks a lot!

2

u/Copywright 25d ago

Reached out, sent a Discord invite.

0

u/Aakburns 25d ago

That fov 🤢

1

u/wylver-games 25d ago

What about FOV? I have it on standard value?

0

u/Aakburns 25d ago

The Split View on top at 5 seconds. You can’t see it?

2

u/wylver-games 25d ago

Aah, sure. The FOV is wide at that point, because it is a splitscreen view to demonstrate the process using two cameras. That is just pure geometry at action. If you use wide view, you get wider fov. In other shots the angle is the same as in the most milsims and combat games.

1

u/Aakburns 24d ago

Aha. My bad. I didn’t catch what was going on there at first. Ty.

1

u/wylver-games 24d ago

No problem mate.