Hi there! I'm Ayo Olaolu Baloluwa, a Unity-focused developer from Ilorin, Nigeria. I specialize in building scalable gameplay systems in C# and Unity, with a strong emphasis on AI behaviors, combat mechanics, and UI integration. I love turning ideas into robust, maintainable code and collaborating with designers to ship polished features. I'm the creator of Aethel's Light, a published 3D action RPG, and I enjoy crafting modular architectures that support growth—from concept to market. I'm passionate about AI, pathfinding, optimization, and delivering immersive player experiences while keeping code clean and extensible.

Ayo Olaolu Baloluwa

Hi there! I'm Ayo Olaolu Baloluwa, a Unity-focused developer from Ilorin, Nigeria. I specialize in building scalable gameplay systems in C# and Unity, with a strong emphasis on AI behaviors, combat mechanics, and UI integration. I love turning ideas into robust, maintainable code and collaborating with designers to ship polished features. I'm the creator of Aethel's Light, a published 3D action RPG, and I enjoy crafting modular architectures that support growth—from concept to market. I'm passionate about AI, pathfinding, optimization, and delivering immersive player experiences while keeping code clean and extensible.

Available to hire

Hi there! I’m Ayo Olaolu Baloluwa, a Unity-focused developer from Ilorin, Nigeria. I specialize in building scalable gameplay systems in C# and Unity, with a strong emphasis on AI behaviors, combat mechanics, and UI integration. I love turning ideas into robust, maintainable code and collaborating with designers to ship polished features.

I’m the creator of Aethel’s Light, a published 3D action RPG, and I enjoy crafting modular architectures that support growth—from concept to market. I’m passionate about AI, pathfinding, optimization, and delivering immersive player experiences while keeping code clean and extensible.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate

Language

English
Fluent

Work Experience

Unity Developer at MALhub
August 1, 2025 - February 1, 2026
Developed Core Gameplay Systems: engineered a modular C# ability system for a third-person RPG, implementing melee combat, projectile casting, and status effects (invincibility frames, speed buffs), ensuring responsive controls and smooth game feel. AI Programming: built FSM-based enemy behaviors with Unity NavMesh for dynamic pathfinding and obstacle avoidance. Game Loop Management: used the Singleton pattern to manage asynchronous game states. UI & UX Implementation: integrated dynamic Health Bars and World Space UI for damage feedback, plus a narrative cutscene system using coroutines. Performance Optimization: implemented object pooling for projectiles and optimized collision logic to maintain high frame rates during combat.
Game Systems Developer
January 1, 2023 - January 1, 2025
System Design: Created scalable game designs for multiple projects. Audio: Implemented immersive audio layers and animation state machines to enhance player feedback. Arts & Animation: Transformed environment scenes to fit game aesthetics and integrated animation for game objects. Unity Essentials: Completed essential Unity tasks for numerous small-scale games.
Unity Developer / Game Programmer / Game Systems Developer
January 1, 2023 - January 1, 2025
Remote role focusing on system design for scalable projects, immersive audio layers, animation state machines, and environment art integration. Implemented Unity Essentials tasks across multiple small-sized games and ensured cohesive gameplay systems and smooth player feedback.
Unity Developer at Remote Company
January 1, 2023 - Present
Developed core gameplay systems for a 3D RPG using C# and Unity, including AI behaviors, combat mechanics, and UI integration. Implemented NavMesh-based pathfinding and dynamic health bars, optimized performance with object pooling, and contributed to feature design from concept to testing.
Game Systems Developer at Remote Company
January 1, 2023 - Present
Architected modular gameplay systems including AI decision logic, combat flows, and UI interactions; collaborated with designers to ensure scalable, maintainable code and a cohesive player experience.
Unity Developer Intern at MALhub
August 1, 2025 - Present
Assisted in building Unity-based features, prototyping gameplay loops, and debugging; gained experience with 3D assets and performance profiling.

Education

BSc Computer Science at Kwara State University
January 1, 2022 - January 1, 2026
BSc in Computer Science at Kwara State University
January 11, 2030 - January 1, 2022

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment
    paper Aethel's Light – Action RPG System Prototype

    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.