Unity Gameplay Engineer (C#) | AI & Systems Specialist.
I am a resourceful and solutions-driven Unity developer with 3 years of experience in C# and 3D game architecture. I specialize in turning complex game design concepts into scalable, modular code that is easy to maintain and expand.
Currently developing the Action-RPG Aethel’s Light, I have a proven track record of architecting robust gameplay loops—from concept to execution. Whether you need to fix a broken character controller, optimize your enemy AI, or build a UI system from scratch, I deliver clean, production-ready solutions.
Core Services:
Gameplay Programming: Combat systems, Character Controllers, and Camera logic.
AI Development: Finite State Machines (FSM) for enemy behavior.
System Architecture: Inventory, Save/Load systems, and Managers.
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Lead Gameplay Programmer & System Architect
Aethel’s Light is a Third-Person Action RPG developed in Unity (C#) to demonstrate scalable game architecture and advanced gameplay engineering.
The project focuses on moving beyond basic scripting to implement robust, modular systems capable of handling complex combat loops and high-performance requirements. As the sole developer, I architected the core gameplay loop, enemy AI, and optimization managers from scratch.
Key Technical Contributions
Universal Enemy AI (FSM): Designed a modular Finite State Machine handling distinct behaviors (Patrol, Chase, Attack) with line-of-sight logic and dynamic state transitions.
Performance Optimization: Implemented a custom Object Pooling System for enemy spawning and projectiles, ensuring stable FPS during high-intensity waves on mobile and PC.
Combat System Architecture: Engineered a responsive Character Controller featuring ability mechanics (Speed Aura, Invincibility Shield) and projectile/melee interaction.
Dynamic Wave Manager: Built a “Portal Spawner” system that scales difficulty intelligently by managing active entity counts and wave progression.
Tech Stack
Engine: Unity 2022 LTS (URP)
Language: C#
Tools: Git, Visual Studio, ProBuilder
Why this works for Twine:
It focuses on “Architecture”: Clients want to know you can build code that doesn’t break. Words like “Modular,” “Scalable,” and “From Scratch” prove that.
It highlights specific solutions: You didn’t just “make AI”; you built a “Finite State Machine.” You didn’t just “fix lag”; you implemented “Object Pooling.”
It defines your role: It clearly states you were the Lead Programmer, showing you can take ownership of a project.
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