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NPGameDev

Nicolas Pinedo · NPGameDev

Feature & software architecture for mobile games.

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

Systems that carry a game from prototype to live ops

01

Feature & software architecture

Scalable systems that hold up as the game grows, and maintainable codebases that let design teams iterate without breaking things.

02

AI agents & workflows

Agent systems and automated pipelines built on Claude Code and Codex, applied to real production game development.

03

Optimization & performance

Deep C# and GDScript work so gameplay stays smooth on low-end devices, tuned for casual and hypercasual puzzle games.

04

Fast prototyping

Core mechanics and game loops validated early in Unity or Godot, so concepts prove themselves before production begins.

Open source

Tools I build and maintain

All repositories

New · Godot Asset Store

Godot MCP Toolkit

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.

  • Godot 4.2 to 4.7
  • 112 tools
  • MIT

Godot MCP Server

Local Model Context Protocol integration for Godot projects, bridging AI tools and the engine. The Toolkit is built on top of it.

View on GitHub

Tutorials

Written guides are in production

Godot, Unity, architecture, and AI-assisted workflows. The YouTube channel gets everything first.