Game Developer Needed for 2D Fighting Game Vertical Slice / Playable Demo

Posted last week

Worldwide

Summary

I’m looking for an experienced game developer or small game dev team to help build a playable demo / vertical slice for an original 2D story-driven fighting game called BLOOD // BLOOM // PROTOCOL. This project has already been developed at the design level and includes: a Game Design Document (GDD) a playable roster sheet a frame-data-style template a story mode route structure a pitch deck / concept package and a large roster/faction system with defined gameplay identities I’m now looking for someone who can turn that design work into a clean, playable prototype that demonstrates the game’s core combat identity. About the Game BLOOD // BLOOM // PROTOCOL is a 2D cinematic fighting game built around three factions: Blood — inheritance, pack hierarchy, curse states, queenship, brutality, and war Bloom — identity, internal structure, projection, duplication, command, institutional pressure, and trauma-based mechanics Protocol — optimization, augmentation, modular technology, social engineering, pulse rhythm, and systems control The roster is designed around highly distinct character mechanics such as: installs / transformation states stance shifting duplication command pressure trap / zoning systems modular weapon modes projection / distortion mechanics boss-pattern-ready fighters This is a combat-heavy game with strong narrative identity, not a generic fighting game concept. What I Need I need a developer who can build a vertical slice demo that proves the project’s core potential. The ideal demo would include: 2–4 playable characters basic 1v1 combat movement, attack, hit, block, meter, and super systems at least 1 install / transformation or stance-shift mechanic 1–2 stages basic UI character select or simple selection flow training / test mode OR local versus placeholder art / programmer art is acceptable if the combat feel is strong Suggested Vertical Slice Characters These are the current best prototype candidates because they represent the game’s three major design pillars: Funnet (Blood) — adaptive rushdown / install fighter Hoggtann (Blood) — curse-state grappler / powerhouse Joan / Jason / Damon / The Shadow (Bloom) — multi-state fighter with Shadow transformation Dr. Amari DeVance or Malyk “Pulsebreaker” DeVance (Protocol) — systems control or rhythm-based stabilizer That said, I’m open to discussing a smarter 3- or 4-character prototype lineup if you have a strong combat-design reason. Scope of Work I’m looking for help with some or all of the following: Core prototype systems player movement attacks / hit detection / hurtboxes blocking / hitstun / knockdown meter system EX / super system state changes / installs / stance swaps simple round structure win / loss loop Prototype content 2–4 fighters with basic movesets 1–2 stages simple UI / HUD VS mode and/or training mode placeholder VFX / hit sparks / audio implementation if possible Technical / production code architecture clean enough to expand organized project structure documentation / handoff notes versioned milestone delivery Preferred Skills I’m looking for someone with experience in one or more of the following: 2D fighting games combat systems programming Unity, Godot, or another suitable engine for a 2D fighter prototype state machines hitbox / hurtbox systems animation integration UI for combat games prototype-first game development experience translating a GDD into a playable vertical slice Big plus if you have experience with: fighting game prototyping frame data implementation training mode systems local multiplayer clean input buffering / cancel logic cinematic combat feedback What I’ll Provide I can provide: GDD / design documentation roster and character design material story / setting structure frame-data-style templates pitch deck / high-level project overview visual direction and gameplay intent clear explanations of what makes each character mechanically unique Deliverables By the end of the project, I’d like: A working playable demo / vertical slice Source files / project files Clear build instructions A short handoff document explaining: Character systems implemented Known bugs / limitations How the codebase is structured What should be built next Ideal Candidate You’re a great fit if: You care about combat feel You understand that a prototype should validate the core game fantasy You can work from existing design documentation without needing the whole project reinvented You can communicate clearly about scope, limitations, and technical tradeoffs You can help prioritize what matters most in a vertical slice To Apply Please send: Examples of relevant game work (especially combat-heavy projects or fighting game systems) Your preferred engine for this prototype and why How you would approach a 2–4 character vertical slice for a fighting game Your estimate for: timeline milestone structure total cost or hourly process Whether you would recommend 2, 3, or 4 characters for the first demo and why Bonus Points Bonus if you can also help advise on: vertical slice prioritization prototype roadmap combat feel tuning How to structure the project for future expansion Project Type Prototype / vertical slice / playable demo Collaboration Style Remote, milestone-based, documentation-supported Budget Open to proposals depending on scope, engine, and experience.

  • More than 30 hrs/week
    Hourly
  • 6+ months
    Duration
  • Intermediate
    Experience Level
  • Remote Job
  • Ongoing project
    Project Type
Skills and Expertise
Mandatory skills
Personal Computer
Smartphone
Activity on this job
  • Proposals:50+
  • Last viewed by client:last week
  • Interviewing:
    0
  • Invites sent:
    0
  • Unanswered invites:
    0
About the client
Member since Feb 1, 2022
  • USA
    Chicago12:16 PM
  • $5.9K total spent
    12 hires, 8 active

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