Agree with you!
Winkle
Creator of
Recent community posts
Hey, I am interested in your project.
I have been working in gaming industry for 10 years and have worked with Unity C#, Unreal C++, Godot Gdscript/C#, Cocos Creator and other game engines.
https://saika-kisami.vercel.app/
Here is my portfolio>
Looking forward to hearing from you.
Thank you.
Saika Kisami
Hey everyone 👋
I’ve spent the last 10+ years in game development, primarily working with **Unity** and **Unreal Engine**, taking projects from **concept → production → launch **across PC, mobile, console, and web.
My core expertise is** C# and C++**, but I also have strong experience on the web and infrastructure side of game development.
I’ve shipped and prototyped games using **Pixi.js** (high-performance 2D rendering), **Phaser 3** (rapid 2D development), and **Cocos Creator** (2D/3D with a TypeScript-first workflow).
Over the years, I’ve worked on:
- **End-to-end** game development & rapid prototyping (FPS, RPG, strategy, casual, casino, etc.)
- **Backend & multiplayer systems** at scale (Node.js, MongoDB, Photon, Colyseus)
- **Cross-platform optimization **(PC, mobile, console, web)
- **Runtime rendering systems**, performance profiling, and engine/editor tooling
**- Build & release automation (CI/CD)** with Jenkins + Perforce/Git for Unreal & Unity
I’m here to connect around rendering techniques, performance optimization, engine/framework integration, and production-ready workflows.
**Availability: **20–40 hrs/week
**Rate:** starting from $20~25/hr
**Portfolio: **https://saika-kisami.vercel.app/
Discord: minian_toy
Telegram: @hedgehog011
Hey everyone 👋
I’ve spent the last 10+ years in game development, primarily working with **Unity** and **Unreal Engine**, taking projects from **concept → production → launch **across PC, mobile, console, and web.
My core expertise is** C# and C++**, but I also have strong experience on the web and infrastructure side of game development.
I’ve shipped and prototyped games using **Pixi.js** (high-performance 2D rendering), **Phaser 3** (rapid 2D development), and **Cocos Creator** (2D/3D with a TypeScript-first workflow).
Over the years, I’ve worked on:
- **End-to-end** game development & rapid prototyping (FPS, RPG, strategy, casual, casino, etc.)
- **Backend & multiplayer systems** at scale (Node.js, MongoDB, Photon, Colyseus)
- **Cross-platform optimization **(PC, mobile, console, web)
- **Runtime rendering systems**, performance profiling, and engine/editor tooling
**- Build & release automation (CI/CD)** with Jenkins + Perforce/Git for Unreal & Unity
I’m here to connect around rendering techniques, performance optimization, engine/framework integration, and production-ready workflows.
**Availability: **20–40 hrs/week
**Rate:** starting from $20~25/hr
**Portfolio: **https://saika-kisami.vercel.app/
Discord: minian_toy
Telegram: @hedgehog011
Hey!!!
I've spent the last decade in game development, primarily working with Unity and Unreal Engine, taking projects from concept through backend, multiplayer, and launch across PC, mobile, and console.
My core expertise is in C# and C++, but I've also built substantial experience with web and mobile frameworks. I've used Pixi.js for high-performance 2D rendering, Phaser.js(Phaser 3) for rapid 2D game development, and Cocos Creator for both 2D/3D projects requiring a strong TypeScript workflow and lightweight deployment.
Over the years, I've led development on:
- End-to-end game projects and Prototypes across genres like FPS, RPG, Strategy etc
- Backend & multiplayer at scale (Node.js, MongoDB, Photon, Colyseus)
- Cross-platform optimization (PC, mobile, console, web)
- Graphics pipelines and engine-level tooling
I'm here to connect with this community around rendering techniques, performance optimization, and framework integration strategies.
Available to work 20~40hrs/week.
I do accept to work with paid and paid + rev share.
**Portfolio: **https://saika-kisami.vercel.app/ discord: minian_toy
telegram: @hedgehog011
email: winksmile114@gmail.com
Hey!!!
I've spent the last decade in game development, primarily working with Unity and Unreal Engine, taking projects from concept through backend, multiplayer, and launch across PC, mobile, and console.
My core expertise is in C# and C++, but I've also built substantial experience with web and mobile frameworks. I've used Pixi.js for high-performance 2D rendering, Phaser.js(Phaser 3) for rapid 2D game development, and Cocos Creator for both 2D/3D projects requiring a strong TypeScript workflow and lightweight deployment.
Over the years, I've led development on:
- End-to-end game projects and Prototypes across genres like FPS, RPG, Strategy etc
- Backend & multiplayer at scale (Node.js, MongoDB, Photon, Colyseus)
- Cross-platform optimization (PC, mobile, console, web)
- Graphics pipelines and engine-level tooling
I'm here to connect with this community around rendering techniques, performance optimization, and framework integration strategies.
Available to work 20~40hrs/week.
I do accept to work with paid and paid + rev share.
**Portfolio: **https://saika-kisami.vercel.app/
discord: minian_toy
telegram: @hedgehog011
email: winksmile114@gmail.com
Hey, I am interested in your project.
Stardew Valley-style for your project is really great.
I've been working in gaming industry for 10 years and mostly worked with Unity and Unreal.
I have about3 years of experience with Godot.
I'd like to hear about your project more detail.
Thank you.
Saika K.
mail: winksmile114@gmail.com
discord: minian_toy
Hey I am interested in your project.
My portfolio for 10 years experience is here: https://saika-kisami.vercel.app/
My discord name is : minian_toy.
Also I followed you and messaged on X.
Looking forward to hearing from you.
Thank you.
Hey, I can build that in Unity. I'll keep it clean with simple placeholders so we can focus on the timing and feedback.
Sould you be ok connecting on discord or other platforms for quicker updates and sharing builds?
My username is minian_toy.
You can also check it in my profile.
Looking forward to hearing from you.
Thank you.
Saika K.
At the moment, I've set up and validate CIpipeline on linus like repo access for perforce, pipeline flow, artifact stages, basic validation.
but I heard win64 build from linux doesn't support now, right?
So I am gonna keep Jenkins cicd on linux and trying to build win 64 and packaging on window vm.
Is it good option?
Hey, thanks for your kind response.
I tried to build the linux client of project on linux manually before go to auto-build using jenkins.
But it was tricky and stressful, and finally failed. and no idea with that.
Is there any way to build manually on linux?
And I think win64 build is possible using jenkins, right? what do you think about that?
Hey folks 👋
For the last 10 years, I’ve been deep in game development — mobile, web, PC, console, plus web apps and backends.
I’ve worked with engines like Unity, Unreal, Godot, Cocos, and web frameworks like Phaser / Construct, along with multiplayer and backend stacks such as Photon, Colyseus, Socket.io, PlayFab, etc.
On the web side, I’ve spent years with JS/TS ecosystems: React / Next.js, Angular, Vue, Svelte, Node/Nest, MongoDB, PostgreSQL, Tailwind, shadcn, MUI — the whole ride.
Lately though, I’ve been stepping into a new (but oddly familiar) space:
DevOps for games.
What I’m Building Right Now
I’m currently setting up a CI pipeline for an Unreal Engine project, with the final goal being:
👉 Automatically building a Win64 client and publishing it to Steam
The setup looks like this:
-
Azure VM (Ubuntu 24.04)
-
Jenkins for CI
-
Perforce as source control
-
Unreal Engine (source build)
-
Steam publishing later (once builds are stable)
Right now, I’m intentionally keeping things simple:
-
Only automating main → Steam
-
No dev/release branch split yet
-
Focus is on getting reliable builds first
My Current Dilemma
Since my CI server is Linux, I started by building a Linux client/editor first — not because I need Linux builds, but to stabilize the pipeline and catch issues early.
This is where things get interesting (and painful 😅):
-
Platform-specific C++ issues
(Windows-only includes, missing headers on Linux) -
Unreal AutomationTool / UBT failures after 1+ hour builds
-
Code that works perfectly on local Windows machines but breaks in Linux CI
-
Long feedback loops when something fails late in the build
So now I’m questioning direction:
-
Is building a Linux client first on a Linux CI server a good stepping stone, even if the real target is Win64 + Steam?
-
Or is it better to move to a Windows runner / VM earlier and focus directly on the final target?
-
How did others decide when their pipeline was “stable enough” to trust?
Why I’m Posting This
This is actually my second time setting up a CI pipeline, and while I’m nowhere near as experienced in DevOps as I am in game or web development, I genuinely love this work.
Optimizing builds
Reducing friction
Automating boring-but-critical steps
Turning chaos into repeatable systems
It scratches the same itch as game systems design — just at a different layer.
I’d Love to Hear From You
If you’ve done anything similar — especially:
-
Unreal Engine CI/CD
-
Cross-platform builds
-
Linux CI → Windows/Steam output
-
Long build times and late failures
-
Jenkins, GitHub Actions, or other CI tools for games
I’d love to hear:
-
What worked
-
What didn’t
-
What you’d do differently if starting today
Feel free to reply here, or reach out directly — I’m always happy to chat and learn from real-world experience.
Thanks for reading, and looking forward to swapping stories 🚀
Cheers!
Hey, thanks a lot for sharing this — that workflow sounds really clean, and I appreciate you taking the time to explain it.
Your develop → test builds and main → release builds setup really resonates with what I’m aiming for long-term. Right now though, I’m still fighting through the foundations 😅
I’m currently setting up a CI pipeline on an Azure VM (Ubuntu 24.04) using Jenkins + Perforce to automate builds for an Unreal Engine project, with the final goal being Win64 builds published to Steam.
Here’s where I’m stuck and would really love your perspective:
-
I’m building on Linux, but targeting Win64 eventually.
Right now I’m compiling a Linux client/editor first just to stabilize the pipeline — but I’m running into a mix of:-
platform-specific C++ issues (Windows-only includes, missing headers on Linux)
-
Unreal AutomationTool / UBT failures after long build times
-
cases where things work fine on Windows locally, but break in Linux CI
-
So I’m trying to figure out:
-
Is building a Linux client first on a Linux CI server the right stepping stone, even if the real target is Win64 + Steam?
-
Or did you find it better to jump straight into Windows builds (Windows runner / VM) once CI basics were in place?
I’m also curious about your experience with:
-
How you decided when a pipeline was “stable enough” to trust
-
Whether you had long compile times + late failures, and how you reduced iteration pain
-
Any early mistakes or architectural decisions you’d redo if starting again
At the moment, I’m intentionally keeping things simple:
-
Only automating main → Steam
-
No dev/release branch split yet, until the pipeline itself is reliable
If you’re open to it, I’d love to keep discussing this here — or even chat in real time (Discord works great for me). I’m still early on the DevOps side, but genuinely enjoying the challenge and trying to learn from people who’ve already walked this path.
Really appreciate you sharing your experience — this is exactly the kind of insight I was hoping for 🙏
Cheers!
Hi, I’m Saika — a solo Unity/Godot developer with over 10 years of professional experience. I’m interested in submitting a focused and finishable concept for your publishing opportunity.
Game Pitch: “Hollow Signal” (Working Title)
Genre: PSX-inspired atmospheric exploration horror
Perspective: First-person
Engine: Unity
Core Concept:
The game takes place inside an abandoned research satellite still broadcasting a faint distress signal. When the player arrives, they discover that the station loops and shifts subtly — doors redirect, machinery repeats actions, and audio logs degrade each time they’re replayed. The environment becomes the core mystery, and the station itself feels like a living system.
The focus is on tension, unease, and environmental storytelling rather than jump scares or monster-chase gameplay. The retro PSX aesthetic supports the atmosphere while keeping scope realistic and technically achievable.
Core Gameplay Loop:
-
Explore modular sections of the satellite
-
Solve environmental interactions and logic-based puzzles
-
Trigger distortion events that reshape existing rooms
-
Piece together fragmented audio logs
-
Reach the central core and restore the station
The game is designed to deliver a 4–6 hour experience without overextending scope — a contained environment with strong visual identity and a clear, finishable structure.
Why This Fits Your Publishing Goals
-
Strong late-90s/early-2000s identity
-
Focused, intentional design
-
Not dependent on large content quantity
-
Polished atmosphere over complexity
-
Fully achievable by a solo developer with consistent direction
My Background
I’ve shipped multiple games in Unity and Godot and have experience creating complete, atmospheric gameplay systems, puzzle mechanics, and environmental scripting. I’ll attach my portfolio and itch.io links for reference.
If the concept aligns with what you’re looking for, I’d be happy to move forward with a more detailed pitch or a small prototype scene.
Thanks for considering the submission.
— Saika Kisami
Hey!!!
I've spent the last decade in game development, primarily working with Unity and Unreal Engine, taking projects from concept through backend, multiplayer, and launch across PC, mobile, and console.
My core expertise is in C# and C++, but I've also built substantial experience with web and mobile frameworks. I've used Pixi.js for high-performance 2D rendering, Phaser.js(Phaser 3) for rapid 2D game development, and Cocos Creator for both 2D/3D projects requiring a strong TypeScript workflow and lightweight deployment.
Over the years, I've led development on:
- End-to-end game projects and Prototypes across genres like FPS, RPG, Strategy etc
- Backend & multiplayer at scale (Node.js, MongoDB, Photon, Colyseus)
- Cross-platform optimization (PC, mobile, console, web)
- Graphics pipelines and engine-level tooling
I'm here to connect with this community around rendering techniques, performance optimization, and framework integration strategies.
Available to work 20~40hrs/week.
I do accept to work with paid and paid + rev share.
**Portfolio: **https://saika-kisami.vercel.app/ discord: minian_toy
telegram: @hedgehog011
Hello, Thats great journey for me.
I have been working in gaming industry for 10 years and have developed bunch of games from prototype to full release.
I have developed some vertical slice like endless runner using Unity.
I'd like to hear about your project more detail.
My portfolio : https://saika-kisami.vercel.app/
If you are interested in my experience, I'd happy to share my discord username(minian_toy) here.
Looking forward to hearing from you.
Thank you.
Saika K.
Hey, DeVBen95.
I have been working in gaming and web industry for 10 years and mostly worked with Unity, Unreal, Pixi.js and phaser.js to develop bunch of games.
And also have good experience in Godot and cocos creator game development.
I have developed various genres of games with those game engines and frameworks and have some experience to develop RTS games as well.
I'd like to share my portfolio to show my experience.
https://saika-kisami.vercel.app/
Btw is it paid position or only revenue?
Looking forward to hearing from you.
Thank you.
Saika K.
Hello
I have been working in the gaming industry for over 10 years and have rich experience in 2D and HTML5 game development using Unity, WebGL, Pixi.js, and Phaser. Your project looks like a great fit for my skill set, especially with its focus on polished arcade-style gameplay and browser deployment.
I’m comfortable developing compact, well-scoped games and delivering clean mechanics, smooth feel, and reliable HTML5 performance. Integrating score systems and global leaderboards is also part of my regular workflow.
Engine preference: Unity or Godot (or Pixi.js/Phaser for pure HTML5).
Portfolio links: https://saika-kisami.vercel.app/
If this project is still open, I’d love to collaborate and help bring your cartoon-themed arcade game to life.
Thanks!
Saika K.
Hey folks,
For the last ten years, I’ve been deep in the trenches of game development — building for mobile, web, PC, and console, and web development as well.
I’ve worked with pretty much every major engine: Unity, Unreal, Godot, Cocos, and many of the web-based frameworks like Phaser and Construct. On the multiplayer and backend side, I’ve also spent years with tools like Photon, Socket.io, Colyseus, PlayFab, and more.
In terms of web development, enjoyed with JS/TS based frameworks like React/Next.js, Angular.js, Vue.js, Svelte, Gastby, solid.js, tailwindcss, shadcn, MUI, Node/Express.js, Nest.js, Mongodb, PostgreSQL
It’s been an amazing ride, and I still love bringing games to life.
Lately, though, I’ve started diving into something a little different — DevOps for games. Right now, I’m building out a CI/CD pipeline on an Azure VM running Ubuntu 24.04, using Jenkins and Perforce to automate publishing an Unreal Engine project to Steam. Up next: bringing the backend into the automation loop.
This is actually my second time setting up a pipeline like this — so I’m still very much learning and growing into the role. My experience here is nowhere near what I have in game and web development, but honestly? I really enjoy it. I love the challenge of making builds smoother, deployments faster, and processes repeatable. It feels like a natural evolution of my love for building systems — just from a different angle.
I’d love to hear from others who’ve made a similar shift, or who live in this intersection of game dev and DevOps.
What’s been your experience?
Any tools, gotchas, or golden nuggets of advice you wish you knew earlier?
Let’s swap stories — I’m here to learn, and hopefully share something useful back.
Excited to be on this path, and glad to be sharing it with you all.
Cheers!
Hey!!!
I've spent the last decade in game development, primarily working with Unity and Unreal Engine, taking projects from concept through backend, multiplayer, and launch across PC, mobile, and console.
My core expertise is in C# and C++, but I've also built substantial experience with web and mobile frameworks. I've used Pixi.js for high-performance 2D rendering, Phaser.js(Phaser 3) for rapid 2D game development, and Cocos Creator for both 2D/3D projects requiring a strong TypeScript workflow and lightweight deployment.
Over the years, I've led development on:
- End-to-end game projects and Prototypes across genres like FPS, RPG, Strategy etc
- Backend & multiplayer at scale (Node.js, MongoDB, Photon, Colyseus)
- Cross-platform optimization (PC, mobile, console, web)
- Graphics pipelines and engine-level tooling
I'm here to connect with this community around rendering techniques, performance optimization, and framework integration strategies.
Available to work 20~40hrs/week.
I do accept to work with paid and paid + rev share.
**Portfolio: **https://saika-kisami.vercel.app/
discord: minian_toy
telegram: @hedgehog011
Hey, this project looks awesome! I'd love to put my name in for it.
I'm Saika and have been working in gaming and web development industry for 10 years as a full-stack and game developer.
I've spent a lot of time on HTML5 and browser-based games, so the idea of a shinobi RPG with exploration, grinding, and PVE/PVP is right up my alley.
In terms of tech, I am very comfortable with HTML/CSS for responsive layouts and clean UI, JS/TS for game loops, UI interactions, and general polish like animations, PHP for backend game logic, integrating gameplay systems with the db, and web backend with Laravel, MySQL, MongoDB for designing schemas, writing and optimizing queries, and keeping things performant at scale.
I also have worked more web-game and web frameworks like pixi.js, phaser.js, svelte, react/next.js, vue.js to develop web games and website development.
I'd like to hear about your opinion asap.
Here is my portfolio: https://saika-kisami.vercel.app/
Thank you.
Saika K.
Hey, Excited to meet the details of this project.
I have been working in gaming industry for 10 years and mostly worked Unity and Unreal Engine.
And also good experience with other game engines and frameworks like godot, cocos, pixi and phaser.
I am really interested in your project and am open to work now.
I am open to work with both hourly paid or paid + revenue share.
If you wanna review my portfolio and CV, please visit my itch profile, if then, you can find my portfolio there.
Looking forward to hearing from you.
Thank you.
Saika K.
Nice work!
I also developed othello game using Cocos Creator before.
[Play my Othello game](https://othello-blame.web.app/)
Hey!!!
I've spent the last decade in game development, primarily working with Unity and Unreal Engine, taking projects from concept through backend, multiplayer, and launch across PC, mobile, and console.
My core expertise is in C# and C++, but I've also built substantial experience with web and mobile frameworks. I've used Pixi.js for high-performance 2D rendering, Phaser.js(Phaser 3) for rapid 2D game development, and Cocos Creator for both 2D/3D projects requiring a strong TypeScript workflow and lightweight deployment.
Over the years, I've led development on:
- End-to-end game projects and Prototypes across genres like FPS, RPG, Strategy etc
- Backend & multiplayer at scale (Node.js, MongoDB, Photon, Colyseus)
- Cross-platform optimization (PC, mobile, console, web)
- Graphics pipelines and engine-level tooling
I'm here to connect with this community around rendering techniques, performance optimization, and framework integration strategies.
Available to work 20~40hrs/week.
I do accept to work with paid and paid + rev share.
**Portfolio: **https://saika-kisami.vercel.app/
discord: minian_toy
telegram: @hedgehog011
Hey,
I’ve been building games and interactive stuff professionally for a bit over ten years now. Most of my work sits at the intersection of gameplay systems, web tech, and backend engineering.
I’ve worked with Unity, Unreal, and Godot, but I also do a lot of web-based game development. One area I’ve spent serious time on is casino-style games — things like slot games and real-time betting games, built on Stake-style engines using Pixi.js or Phaser.js, integrated with React or Svelte frontends and custom backends.
I’m very comfortable handling:
- slot game logic (reels, paylines, RTP logic, animations)
- real-time game state & server communication
- performance-critical rendering in Pixi.js / Phaser.js
- integrating games cleanly into React or Svelte apps
Outside of casino games, I’ve worked on multiplayer shooters, card games, procedural systems, and backend services. I’m usually brought in when a project needs someone to build the core systems properly or untangle technical problems that are blocking progress.
I’m not an artist and I’m not great at pure UI/UX design. I work best alongside designers and artists, focusing on game logic, systems, networking, and performance.
Tech-wise, I’m comfortable switching between C#, C++, Java, Python, and JavaScript/TypeScript, depending on what makes sense for the project. I’ve built everything from standalone games to live-service web games that need to scale.
Right now I’m looking for:
- paid contract work, long-term collaboration, or serious rev-share
- indie teams or studios with a clear vision and realistic scope
- projects where strong engineering is actually valued
If you’re building a game and need someone to handle game systems, backend logic, or web-based game tech, I’d be happy to talk.
You can reach me here or by email: winksmile114@gmail.com
Discord: minian_toy
Thanks for reading.


