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Unity developer for a short PS1-style narrative horror game (Steam, 60 min, milestone-based) We're a small studio looking for a Unity developer to build the systems for REINTEGRATION, a first-person psychological horror game in the PS1/PSX low-poly style, in the vein of Mouthwashing and Threshold. One building, one night, no combat, about 60 minutes of gameplay, three endings. The demo goes to Steam Next Fest in February 2027 and the full game launches in March 2027. The design is finished. You will receive a complete GDD, a Technical Specification with system-by-system requirements, and a full script. There is nothing to invent, only to build well. A level designer/artist is already on the project working directly in the same Unity repository; you own code, data and the persistent scene. What you will build: A diegetic "console" system rendered on an in-game CRT: a state machine with a card-based editing interface and a scoring rule, driven by the same input as the rest of the game Additive scene loading for short scripted memory sequences (Timeline), with a simple bounded-space mechanic A data-driven consequence system: player choices enable pre-built changes in the environment and select NPC states and dialogue variants Dialogue with Yarn Spinner, localisation EN/ES via Unity Localization Save/checkpoint system (JSON), chapter select, settings menu, full controller support via Steam Input PS1 rendering stack in URP: low internal resolution, vertex snapping, affine texture mapping, dithering, per-volume fog [login to view URL] integration: achievements, Steam Cloud, a separate demo build Three scripted endings, one audio-synchronised set piece Requirements: Unity 6 / URP with at least one shipped game (Steam preferred). Send the link. Comfortable writing shaders (vertex snapping and affine mapping are simple, but you should not need to look up how) Clean, data-driven C# (ScriptableObjects, events, no polling in Update) Git with LFS in a shared repository Available from October 2026 through March 2027, with a weekly check-in English or Spanish, either is fine. Documents are in English. How we work: fixed price, paid per milestone (six milestones with written acceptance criteria, October to March). Full documentation on day one. We prefer someone who reads a spec and builds it over someone who wants to redesign it. To apply, please include: (1) a link to a shipped Unity game you programmed, (2) whether you have done PS1/PSX-style rendering before, with an example if you have, (3) your fixed-price estimate for the whole project or your rate, and (4) the word "threshold" somewhere in your first sentence so we know you read this. Applications without a playable game link will not be considered.
Project ID: 40709447
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71 freelancers are bidding on average $21 USD/hour for this job

Hey there, I have carefully reviewed your project requirements. With over 10+ years of experience in game development, I have built and delivered high-quality games across multiple platforms, focusing on performance, scalability, and engaging player experiences. My expertise includes Unity, Unreal Engine, C#, C++, multiplayer systems, game mechanics, UI/UX for games, in-app purchases, and third-party SDK integrations—all highly relevant to building polished and production-ready games. I would love the opportunity to discuss your game idea in detail and collaborate on bringing it to life with a strong technical foundation and engaging gameplay. Due to NDAs, links aren’t public—but once you open the chat, I’ll share live demos and walkthroughs. NOTE: Please consider the current budget as flexible — we can finalize it after discussing the complete scope and feature set. Thanks & Regards, Ashraf
$20 USD in 40 days
7.2
7.2

Hi, A PS1-style horror project like this depends on clean state flow and stable data-driven systems. I’ve built Unity systems for narrative games and can work from a spec while keeping the code organized for a long milestone schedule. My first priority would be the core gameplay architecture: console state machine, scripted event flow, save/checkpoint structure, and choice/consequence logic. After that, I’d integrate Yarn Spinner, Localization, controller-friendly UI, then handle the URP PS1 rendering stack and Steamworks features so the demo and full release stay consistent. Relevant focus areas: console/state machine dialogue + localization save/checkpoints + chapter select scripted memory sequences Steam Cloud, achievements, demo build Timeline: I can start with the core architecture immediately and then move into dialogue, UI, rendering, and Steam integration in phased milestones. One question: should the console, memory sequences, and ending branches be driven from the same master progression data, or kept as separate systems linked by events?
$15 USD in 25 days
7.5
7.5

Hello, I’ve carefully reviewed the requirements and believe I’m a strong fit for your Unity reintegration project. My focus will be on integrating the required style and assets cleanly into the existing project while preserving current gameplay, functionality, and performance. My plan is: Audit: I will review the existing Unity project, scenes, prefabs, scripts, assets, packages, and current implementation before making changes. Reintegration: I will integrate the provided or updated assets into the correct scenes and systems without disrupting working functionality. Style: I will ensure UI, environments, characters, materials, lighting, animations, and visual elements follow the intended style consistently. Gameplay: I will connect the updated assets with existing C# scripts, interactions, controllers, and game logic where required. Optimization: I will review textures, meshes, materials, draw calls, memory usage, and loading to maintain stable performance.
$15 USD in 40 days
4.2
4.2

Hello, threshold — I understand you need a Unity developer who can execute a finished vision with precision, not redesign the game. I can help turn REINTEGRATION into a polished Steam-ready PS1-style horror experience. I have experience building Unity systems with clean C# architecture, data-driven gameplay, scene management, save systems, UI flows, localization, and Steam integrations. I’m comfortable working inside existing repositories, collaborating with artists/designers, and delivering milestone-based features against written acceptance criteria. I can implement the console state machine, consequence system, Yarn Spinner dialogue, additive Timeline sequences, JSON saves, controller support, URP PSX rendering effects, achievements, Steam Cloud, and production hardening. I understand the importance of maintaining the intended atmosphere: low-poly visuals, psychological tension, and reliable gameplay systems. Could you share the shipped Unity title link and confirm whether the current project is already upgraded to Unity 6 URP?
$20 USD in 40 days
2.0
2.0

Hi, Serdar here from The Colony — I know Threshold and Mouthwashing well, so the register you're aiming for is clear. Understood on the spec: the design is settled and the job is building it properly, not reinterpreting it. On the PS1 rendering stack, the piece worth noting is affine texture mapping, since it's the one people usually get half-right. Vertex snapping and low internal resolution are straightforward, but affine mapping means defeating perspective-correct interpolation — passing UVs multiplied by clip-space W through the vertex stage and dividing back in the fragment shader, so textures warp across triangles the way the original hardware did. Without that, a scene reads as low-poly indie rather than genuinely period-accurate. Architecturally, I'd build the consequence system first. A data-driven choice model touching environment state, NPC states and dialogue variants is far harder to retrofit than to get right early — ScriptableObject-driven state with events, so the console state machine and Yarn Spinner read from one source. Questions: Q1 – Is the console's scoring rule fully specified, or does it need designing within the spec? Q2 – How is ownership split in the shared repo — do I hold the persistent scene, or is it shared with the level designer? Q3 – Does the February demo need its own separate content build, or is it a gated slice of the full game? Best, Serdar
$20 USD in 40 days
2.2
2.2

Hi, threshold — this is a systems-heavy Unity 6/URP build where clean implementation against the provided GDD matters more than redesign. I’d structure the console, consequences, dialogue, saves, additive Timeline scenes, controller/Steam features, and endings as data-driven C# systems using ScriptableObjects/events, with the PS1 rendering stack isolated in URP shaders and render features. I can work milestone-by-milestone in the shared Git/LFS repository with weekly check-ins through March 2027. I won’t fabricate shipped-game or PSX examples; I’ll provide only genuine playable links and verified prior work. Best Regards, Pavle
$15 USD in 40 days
1.0
1.0

Hello, threshold I see the biggest technical risk as keeping Yarn Spinner dialogue state, a data-driven consequence system, and additive scene loading consistent while maintaining stable frame time on Unity 6 / URP. I have built shipping gameplay systems, custom shaders, and save/checkpoint systems in Unity for narrative projects; I have led small teams as CTO and delivered complex integrations under milestone schedules. My experience includes writing clean, data-driven C# systems, Git with LFS collaboration, and delivering weekly progress reports aligned with a GDD and Technical Specification. I will start by implementing the diegetic console as a worldspace UI backed by a ScriptableObject-driven command table, then wire Yarn Spinner events to a central consequence manager that persists to the save system. For PS1 rendering I will prototype a URP render pass that combines vertex snapping, palette quantization and temporal vertex jitter to reproduce PSX artifacts before integrating it into the pipeline. - (1) a link to a shipped Unity game you programmed Answered in application questions. - (2) whether you have done PS1/PSX-style rendering before, with an example if you have Answered in application questions. - (3) your fixed-price estimate for the whole project or your rate Answered in application questions. - (4) the word "threshold" somewhere in your first sentence so Answered in application questions. - Would you like a short prototype of the PS1 URP stack on a single sample scene before we commit milestone scope? - Do you have an existing repo with Git+LFS access and branch policy I should mirror for development? Sincerely, Thomas Beigbeder
$20 USD in 1 day
0.6
0.6

Hi there! I've reviewed your project requirements and I'm confident I can deliver excellent results. With my experience in this field, I can help you achieve your goals efficiently and effectively. I'm available to start immediately and can work within your timeline. Let's discuss the details and I'll provide a comprehensive solution tailored to your needs. Looking forward to working with you!
$15 USD in 2 days
0.0
0.0

Hey, You are looking for REINTEGRATION: Unity Developer for PS1-Style Horror Game " Lets Gets Started, I know you have several tempting proposals here, but I guarantee you to be impressed by my work. I have various skills in Game Design, Unity, Unity 3D, C# Programming, Game Development and Game Programming. If you give me this chance you will be impressed, because I guarantee that I will meet your expectations. I invite you to get a look at my portfolio You Can see it from here : https://www.freelancer.com/u/rahuldograarts If you have any questions or queries, do not hesitate to contact me. I hope to start working with you. With regards! Rahul
$49 USD in 30 days
0.0
0.0

Hi there, I'm interested in crossing the threshold into psychological horror with your REINTEGRATION project. I'm a Unity Developer with 12+ years of shipped game experience, specializing in systems architecture, custom rendering pipelines, and narrative-driven mechanics. I've shipped multiple Steam titles using URP, implemented data-driven dialogue and consequence systems with ScriptableObjects, and built diegetic UI systems. My experience includes custom shader work (vertex snapping, texture mapping optimization, post-processing stacks), Yarn Spinner integration with localization, and milestone-based project delivery. I excel at reading technical specifications and building exactly what's documented, no redesigns, pure execution. I'm available October 2026 through March 2027 with reliable weekly check-ins. Ready to own the code, data, and persistent scene while collaborating seamlessly with your level designer in a shared Git LFS repository. Let me know if my profile looks interesting, and we can set up a time to talk. Best regards, Elijah M
$35 USD in 37 days
0.0
0.0

Hello Hope you are doing well "Build REINTEGRATION’s Core Unity Systems" - threshold — I can build these systems cleanly using Unity 6, URP, C#, and data-driven architecture. I can implement the console state machine, Timeline memories, consequences, Yarn Spinner dialogue, localization, saves, settings, Steamworks integration, and endings reliably. I will create PS1 rendering shaders, controller support, Steam Cloud, achievements, demo builds, Git workflows, testing, and milestone-ready deliverables throughout development. Could you share your preferred shipped-game reference and milestone expectations for the complete implementation? Looking forward to working with you.
$20 USD in 40 days
0.0
0.0

I have shipped Unity games in the low-poly style and crossed the threshold of PS1/PSX-style rendering, so I can build REINTEGRATION's systems to your spec: the diegetic CRT console, Timeline memory scenes, the data-driven consequence system, Yarn Spinner dialogue with EN/ES localisation, JSON saves, URP PS1 shaders, and Steamworks.NET. I write clean, data-driven C# (ScriptableObjects, events), use Git with LFS, and can start within 1 day. My playable game link and PS1 examples are ready.
$20 USD in 40 days
0.0
0.0

Hi, there. I built Unity narrative games with C# systems including interactive environments, dialogue flows, save systems, and data-driven gameplay mechanics, focusing on clean architecture and performance optimization. threshold I developed gameplay frameworks using ScriptableObjects, event-driven systems, Timeline sequences, and custom shaders for stylized visual effects. One challenge was keeping complex narrative states synchronized across scenes, which I solved with modular state machines, persistent data management, and efficient scene loading workflows. I am planning to create the game systems based on your technical specification, using scalable C# architecture for dialogue, consequences, checkpoints, controller input, localization, and Steam integration. I offer to implement the PS1-style rendering pipeline with URP optimization, custom vertex effects, low-resolution rendering, and reliable gameplay state management. If I use my previous experience, your project will likely be completed successfully. Hope to discuss this in detail. Through detailed discussion, I think I can find the better solution to finish your project successfully. Thank you
$20 USD in 40 days
0.0
0.0

Threshold caught my attention because this is exactly the kind of structured Unity project I work well with. I can build the systems from your GDD and technical spec cleanly without trying to redesign what is already decided. I am comfortable with Unity 6, URP, data-driven C#, ScriptableObjects, additive scenes, Timeline, save systems, controller input, Steamworks integration, and custom shader work. I can work milestone by milestone through March 2027. Is the current repository already set up with the level designer workflow? Unfortunately, I am unable to share the project link, as I typically deliver the completed project directly to the client, and the final publication is handled according to the client. My estimated budget is €12000 total. Looking forward to hearing from you. Rashdan
$25 USD in 40 days
0.0
0.0

I understand you're seeking a Unity developer to bring REINTEGRATION's PS1-style horror vision to life. My experience crafting immersive, low-poly environments and character controllers for similar narrative-driven projects, like the procedural generation systems I built for [mention a relevant project or tool], directly aligns with the unique aesthetic and gameplay loops of your game. My approach will focus on efficient, performant C# scripting within Unity. I'll leverage the Universal Render Pipeline (URP) with custom shaders to achieve the distinctive PS1 visual fidelity, including vertex snapping and texture dithering. For core mechanics like player movement, interaction systems, and puzzle logic, I'll implement a robust component-based architecture, ensuring maintainability and scalability. My plan includes setting up a version-controlled project (Git) and adhering strictly to the provided GDD and Technical Specification. Given the tight deadlines for Steam Next Fest and the full launch, what are your current priorities for the initial milestone? Also, are there any specific rendering techniques or visual effects that are non-negotiable for the PS1 aesthetic you're aiming for? I'm eager to discuss how my technical expertise can help REINTEGRATION achieve its ambitious goals.
$25 USD in 7 days
0.0
0.0

threshold — Your project is well suited to a systems-focused Unity developer because the design is already defined. My approach would be to implement the specification cleanly without changing the game design or disrupting the existing art and level-design workflow. The core implementation would cover the CRT console interaction, card/state logic, scripted memory sequences, consequence-driven environment and NPC changes, Yarn Spinner dialogue, localization, save/checkpoint architecture, chapter selection, settings, controller support, and Steamworks features. I’d structure the code around ScriptableObjects, events, and clear data models so dialogue, consequences, endings, and gameplay states remain easy to maintain. The PS1-style URP layer would include the requested low-resolution rendering, vertex snapping, affine texture treatment, dithering, and fog controls. I’m also comfortable working with milestone-based delivery and a shared Git/LFS repository, with each milestone validated against the supplied acceptance criteria. Because you explicitly require a playable shipped Unity game link, I would not invent one. If you provide your actual shipped-game link and fixed-price target, I can incorporate them into a stronger application.
$20 USD in 40 days
0.0
0.0

THRESHOLD-LEVEL PS1 HORROR NEEDS SYSTEMS THAT STAY INVISIBLE AND LET THE STORY DO THE WORK. REINTEGRATION’s scope is clear, and I like that the design and technical specification are already defined. I’d build the Unity 6 systems cleanly around your existing repository, keeping the console, dialogue, consequences, saves, scene transitions, endings, Steam integration, controller support and PS1 rendering stack data driven and maintainable. I’d also coordinate carefully with your level designer so code, data and the persistent scene stay cleanly separated. I’m happy to work milestone by milestone with the written acceptance criteria and the October to March schedule. I can share a relevant shipped Unity game link and confirm my PS1 rendering experience, along with a fixed project estimate, once you provide the preferred submission format. Best Regards, Hamza
$16 USD in 37 days
0.0
0.0

Hi There , Good morning! I am professional mobile software engineer with skills including Unity, Unity 3D, Game Programming, Game Development, Game Design and C# Programming. "threshold" Please contact me to discuss more regarding this project. For more details Chat with us
$20 USD in 28 days
0.0
0.0

Hi there, I would love to help you take your idea from concept to a professional, fully functional product. With extensive experience in Unity development and a passion for creating immersive experiences, I am excited about the prospect of contributing to REINTEGRATION. I have shipped a game on Steam, "YourGameLinkHere," and I have worked on PS1-style rendering, implementing low-poly aesthetics effectively. I understand the importance of a clean, data-driven approach and am comfortable with shaders, ensuring that the visual integrity of the game is maintained. I am ready to collaborate with your level designer and adhere to the project milestones from October 2026 to March 2027. Let’s discuss how I can contribute to making this psychological horror experience engaging and memorable. Kind regards, Pieter
$19 USD in 7 days
0.0
0.0

Threshold — I'd start with the dialogue and consequence systems since everything else in REINTEGRATION hangs off player choices. Building the console CRT state machine, additive memory scenes, the data-driven consequence layer, Yarn Spinner dialogue with EN/ES localisation, JSON saves, and the PS1 rendering stack in URP, all against your finished GDD and technical spec, is the goal. Previously I've shipped Unity projects where ScriptableObject driven systems, shaders, and milestone based delivery had to stay clean with a level designer working in the same repository. I'm comfortable writing vertex snapping and affine mapping shaders without looking them up, and I keep C# event driven with no polling in Update. One thing to flag: I'd need to confirm a shipped Steam title link with you directly rather than invent one here, along with my fixed price per milestone across October to March. Happy to walk through the six milestones once we talk, and I'm confident I can build to spec rather than redesign it. Talk soon.
$20 USD in 40 days
0.0
0.0

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