Unity Gameplay Programmer

Engineering gameplaythat feels alive.

I engineer responsive gameplay systems, modular tools, and AI-powered interactive experiences. using Unity and C#.

Gameplay SystemsUnity / C#Character ControllersInteractive AI

Gameplay Engineering

Systems, animation and interaction

AI + Real-Time Systems

NPCs, perception and integration

Gameplay first.Engineering underneath.

I approach game development by building systems that are understandable, maintainable, and satisfying to interact with. My focus spans gameplay programming, character movement, technical tools, and AI-enhanced experiences.

01

Gameplay Systems

Responsive mechanics, player interaction, and reusable gameplay architecture.

02

Character Controllers

Locomotion, state machines, animation integration, and foot placement.

03

Interactive AI

AI-driven NPCs, perception experiments, and real-time integrations.

04

XR Development

Immersive interaction prototypes and development using Meta XR tools.

The tools behind the systems.

The engines, programming languages, and technical workflows I use to build interactive systems.

01

Gameplay Engineering

Designing responsive and reusable gameplay systems.

  • Character Controllers
  • Finite State Machines
  • Animation & Foot IK
  • Physics-Based Gameplay
02

Programming

Building maintainable, performance-conscious systems.

  • C#
  • C++
  • Python
  • Object-Oriented Design
03

Game Engines

Developing real-time interactive experiences.

  • Unity (URP / HDRP)
  • Unreal Engine 5
04

AI & Interactive Systems

Connecting intelligent systems with real-time experiences.

  • NPC AI Systems
  • Vision Experiments
  • Inference Integration
  • Behavior Systems
05

XR & Development Tools

Building immersive experiences and production workflows.

  • Meta XR SDK
  • Custom Editor Tools
  • Version Control
  • Debugging & Profiling

Good gameplay startswith good systems.

Responsive gameplay requires more than implementing movement mechanics. Input, game state, simulation, and animation must work together without becoming tightly coupled.

I structure gameplay features around clear responsibilities so systems remain easier to debug, tune, extend, and reuse as the project grows.

More About My Approach

Architecture Concept

Gameplay Controller

Modular Design
01

Input Layer

Unity Input System

Collects player intent and manages input buffering.

02

State Coordination

Finite State Machine

Controls movement states and valid transitions.

03

Movement Simulation

Character Movement

Processes velocity, gravity, and grounded behavior.

04

Visual Presentation

Animation & IK

Translates movement into responsive animation and foot placement.

Simplified view of how input, state, simulation, and animation responsibilities can be separated in a gameplay controller.

From prototype to player experience.

My development workflow focuses on validating mechanics early, building maintainable systems, and improving gameplay through testing and iteration.

01

Define

Identify the player goal, desired behavior, and technical constraints.

02

Prototype

Build a small playable version to validate the core mechanic.

03

Engineer

Refine the prototype into modular, maintainable gameplay systems.

04

Validate

Debug edge cases, test responsiveness, and profile performance.

05

Iterate

Use playtesting feedback to improve the mechanic and player feel.

The process is iterative: testing and playtesting can send a feature back into prototyping or engineering whenever the experience needs improvement.

Let's build somethingplayers remember.

Interested in gameplay programming, real-time interactive systems, or technical collaborations? Explore my work or get in touch.