Freelance Game Designers in Manchester
Freelance Game Designers in Manchester
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Mikey Itua
pro
Manchester, UK
I create websites and MVPS to help ambitious businesses grow
$5k+
Earned
2x
Hired
64
Followers
expert
Expert
+2
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I create websites and MVPS to help ambitious businesses grow
1
PromptQuest: A Gamified Learning Adventure - Made in MagicPath
1
75
27
Creating brand & marketing images for Fanta using lovart.ai (https://lovart.ai) (concept). Using highly detailed and crafted prompts fed into Nano Banana Pro and Lovart's features such as web search and edit text. This level of visual quality comes down to how detailed your prompt is.
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27
302
29
Meet Macrohard Doors 1 - my YouWare Challenge submission. A retro desktop OS experience featuring classic apps like Paint, Calculator, Snake, Minesweeper, Music, Terminal, and more. I built this purely for fun - something different from the sea of wellbeing apps and purple gradients. This is about nostalgia, play, and the charm of old-school operating systems. Step back in time and experience the look and feel of early desktop interfaces and retro OS design. Built with @YouWare and powered by Youbase for user profile login/authentication and state storage. 👉 Check it out: https://doors1.youware.app/
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29
523
0
My simple budgeting app Budgetary is slowly taking shape. Next stop final polish and then to the App Store!
0
186
Game Designer
(1)
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Muhammad Talal
pro
Manchester, UK
Building next-gen Interactive experiences
9
Followers
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Building next-gen Interactive experiences
20
I worked on Sand Bullet (Unity 3D) a top-down shooter indie title and owned the full development cycle from early concept to final deployment. I built the core tech including enemy AI, a flexible weapon system, and in-game power-ups, then pushed it through release on Steam, where it picked up real user traction and feedback that helped shape polish and iteration.
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20
262
1
I recently built a Team Ownership & Economy Simulation System in Unreal Engine 5, inspired by franchise-style management modes where players run a team as a business. The system includes team creation, a weekly simulation loop, and a management dashboard that tracks revenue, expenses, performance score, and team valuation. Revenue is generated from game wins, sponsorships, and media exposure, while expenses include player salaries, marketing spend, and operational costs. Ownership decisions like marketing, facilities, and staff upgrades use escalating costs to encourage strategic trade-offs, with all logic handled through a modular, extensible team manager designed to support multiple teams and future persistence.
1
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115
1
Built a Collab Viewer style toolset inside the UE5.5 project and made it reliable for dedicated-server multiplayer. I migrated/merged the Collab architecture into a my project (GameMode, PlayerController, Pawns, PlayerState), fixed reference/compile issues, and wired the tools to our custom UI for both First Person and Orbit pawns. Key work included replication/RPC cleanup so tools work over a server, plus integrating tools like annotations (text, paint and erase), transform, Datasmith runtime loading (replicated so one client’s load appears for others), measuring/dimension tool (place/edit/delete and unit switching), and bookmarks (place, list UI and teleport with rotation). A network-ready collaboration layer in custom with UI-driven workflows and server-validated replication, ready for packaging/testing and ongoing polish
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1
91
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Terrain Importer for Unreal Engine (Python + Custom UE Plugin) I built an end-to-end terrain importer that converts raw terrain dataset files into fully usable Unreal Engine landscapes automatically. Before this, importing and setting up ~45 landscape tiles in Unreal could take ~60 minutes and was easy to mess up. I wanted a fast, repeatable pipeline. It allows: Python reads the dataset and generates Unreal-ready .r16 heightmaps Python automation creates a new Unreal project and imports the heightmaps Custom UE plugin (C++) builds Landscapes from the imported heightmaps and places them correctly in the level Foliage: automatically placed across the terrain The workflow reduce from ~60 minutes to ~5 minutes for ~45 landscapes (~12× faster) and made it deterministic and repeatable ideal when terrain needs frequent regeneration.
1
3
115
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Josh Adeniyi
Manchester, UK
Performance-focused static ads for scaling ecom brands.
5.0
Rating
2
Followers
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Performance-focused static ads for scaling ecom brands.
0
Cartice - Static Ads
0
0
0
FountainTRT - Statics Ad
0
0
0
FLAIR Fútbol - Static Ads
0
1
0
Auto Plexion - Static Ad
0
0
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