Godot · Multiplayer · Backend

Larry
Pérez.

Godot 4 GDScript Multiplayer Netcode WebSocket AWS EC2 Ruby / RGSS Python C#
01

Projects

Contract Jun 2025 – Present

MiniMetaMon

2D RPG · Multiplayer Architecture · Remote Team (USA)

Built the game server and playable client in Godot 4 for an international remote team (USA). Implemented Godot's high-level multiplayer (MultiplayerSynchronizer + RPCs) over WebSocket. Consumed a backend microservice via HTTP for authentication, inventory, economy persistence, world state, and player achievements. Game server deployed on AWS EC2, supporting up to 500 concurrent players per instance.

Godot 4 GDScript MultiplayerSynchronizer RPCs WebSocket HTTP / REST AWS EC2 Web + Desktop
Game Jam May 2026

The HUNT of Croakzilla

Roguelike Shooter · GoedWare Boss Battle Edition · Solo

Top-down roguelike shooter developed and shipped solo in Godot 4 in one week. Implemented procedural level generation, enemy-wave spawning, and a full combat loop with multiple enemy types. Playable in browser, Windows build available. Source code open on GitHub.

Godot 4 GDScript Procedural Generation HTML5 Export Pixel Art Original SFX
Production Apr 2024 – Jun 2025

5 Mobile Apps — Grupo Gran SOL

Game Developer · 14-Month Engagement

Delivered 5 production mobile applications in Godot 4 across a 14-month engagement — all delivered to production. Integrated real-time WebSocket connections and HTTP endpoints for live data handling across all applications.

Godot 4 GDScript WebSocket HTTP Endpoints Mobile Export Web Export
Lead Programmer May 2022 – Dec 2025

Histrobea Chronicles

RPG · International Indie Team · HoopsAndHiphop (YouTube)

Lead Programmer on an international indie team for YouTuber Coy Palfreyman (@hoopsandhiphop, 400K+ subscribers). Redesigned the core combat loop within a third-party Ruby/RGSS framework — engineered chained multi-attack mechanics with a custom mana layer, preserving upstream compatibility. Patched the framework's native type system to strip domain-specific dependencies from compiled output, ensuring changes survive automatic framework updates.

Ruby RGSS Framework Patching Combat Systems Sprite Animation
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In Their Words

What has stood out to me in working with Larry is that he has been able to bring whatever idea I had to life. With this being my first game dev experience, it has all been new territory for me — I have pretty much just been working off of ideas and imagination. Despite that, he has been able to implement whatever systems, mechanics, or ideas I've had, sometimes based on feedback after viewing the game, and sometimes even just directly from scratch. That has been a huge factor in us being able to work together so well, because I know that I can rely on him to realize my vision from a programming standpoint, and the project won't be held back from a lack of experience or know-how.

Coy Palfreyman @hoopsandhiphop  ·  400K+ subscribers Histrobea Chronicles · Lead Programmer
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Skills

Godot Engine 4
Advanced · 5 years
GDScript
Advanced
Multiplayer / Netcode
Advanced
Ruby / RGSS
Advanced · 3.5 years
WebSocket / HTTP
Intermediate
AWS EC2
Intermediate
Python
Intermediate
C#
Intermediate
SQL / MongoDB
Intermediate
Unity
Familiar
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Contact

Open to remote contracts, studio roles, and freelance game dev collaborations.
C1 English. Based in Caracas, Venezuela.