Feature & software architecture
Scalable systems that hold up as the game grows, and maintainable codebases that let design teams iterate without breaking things.
Nicolas Pinedo · NPGameDev
Senior gameplay programmer with a decade across Unity, Godot, and the backend systems behind the games built on them. I design features that scale, keep performance honest on low-end devices, and prototype fast for casual and hypercasual puzzle games.
Now · Senior Gameplay Programmer & Features Architect at Tactile Games
What I do
Scalable systems that hold up as the game grows, and maintainable codebases that let design teams iterate without breaking things.
Agent systems and automated pipelines built on Claude Code and Codex, applied to real production game development.
Deep C# and GDScript work so gameplay stays smooth on low-end devices, tuned for casual and hypercasual puzzle games.
Core mechanics and game loops validated early in Unity or Godot, so concepts prove themselves before production begins.
Open source

New · Godot Asset Store
An editor plugin that connects your AI assistant to Godot over the Model Context Protocol. It builds scenes, edits nodes and scripts, reads ClassDB, and runs playtests. Edits go through the editor's own undo history, so you can back any of it out.
Local Model Context Protocol integration for Godot projects, bridging AI tools and the engine. The Toolkit is built on top of it.
Tutorials
Godot, Unity, architecture, and AI-assisted workflows. The YouTube channel gets everything first.