I will create professional unity gameplay prototypes and features


About this gig
This gig delivers Unity prototyping, not full game levels. Levels in this gig refer only to simple test scenes used to demonstrate mechanics or systems. They do not include level design, world building, art, environments, or full game content.
I build clean, scalable Unity features, gameplay systems, and prototype subsystems using professional C# architecture. Whether you need a small mechanic, a complete gameplay system, or a full prototype subsystem, I deliver production ready code thats easy to extend, maintain, and integrate into your project.
I specialise in:
- Gameplay mechanics & core loops
- UI flows & interaction logic
- ScriptableObject based data pipelines
- Scene setup & prefab architecture
- Editor tools for faster workflows
- Behaviour checks & reliability testing
- Clean, well documented C# code
My process is simple: understand your goals, design the system, implement clean architecture, test behaviour, and deliver clear documentation with full source code.
Perfect for indie teams, early stage prototypes, feature expansions, and projects needing senior level Unity engineering without full game scope.
Feel free to get in contact with me so we can work out what you need! :)
Get to know James M
Senior C Sharp Dot Net Core and Game Development Engineer
- FromUnited Kingdom
- Member sinceAug 2026
- Avg. response time1 hour
Languages
English
FAQ
What do you define as a "Level"?
Levels in this gig refer only to simple test scenes used to demonstrate mechanics or systems. They do not include level design, world building, art, environments, or full game content.
Does this gig offer full game creation?
No. This gig focuses on prototyping, gameplay systems, mechanics, tools, and clean C# architecture. I do not create full games, full levels, or full content pipelines.
Do you create Art and Assets?
No professional art is created as part of this gig. Rudimentary placeholders will be created when required, likely no more complicated than a primitive object.
What counts as a "Revision"?
Revisions cover adjustments to the delivered feature or system. They do not include new mechanics, new subsystems, or additional scenes beyond the agreed scope.
What do you define as "Animation" support?
Depending on package ranging from simple animation hookups to basic state machine setup.
Will you integrate provided assets?
Yes, providing it fits within the scope of the select package, I'm more than happy to integrate assets into the project.
What do you define as "Design" support?
In the relevant packages, I'm very happy to actually design the systems being created. E.g. if you say to me you want a grappling hook, I am very happy to fill in the blanks. This does not include full design documentations etc, only partial on any mechanics I am designing.

