Building modular gameplay systems, game AI, and scalable mechanics with Unity & C#.
I'm a Junior Unity Game Developer with a Software Engineering mindset, focused on building clean, modular, and scalable gameplay systems using Unity and C#.
My main interests lie in gameplay programming, game AI, and system architecture, with a strong focus on writing maintainable code and designing systems that can evolve with the project.
- 🎮 Gameplay Programming: Developing player controllers, combat systems, weapons, abilities, and interactive mechanics
- 🤖 Game AI: Exploring FSMs, A* Pathfinding, Behavior Trees, and decision-making systems
- 🏗️ System Architecture: Applying OOP, SOLID principles, ScriptableObjects, and modular design patterns
- ⚙️ Performance & Scalability: Developing performance-conscious and optimized gameplay systems
- 📚 Continuous Learning: Exploring advanced AI, procedural generation, and Machine Learning fundamentals
- 🧩 Gameplay Architecture: OOP, ScriptableObject workflows, modular and event-driven systems
- 🤖 AI Systems: FSM, A* Pathfinding, Behavior Trees, and rule-based decision-making
- ⚙️ Performance Engineering: Data structures, algorithmic efficiency, and runtime optimization
- 🧠 Development Workflow: Prototyping, debugging, refactoring, and iterative system development
- 🌿 Git-based version control and collaborative workflows
- 🔀 Branching, merging, and conflict resolution
- 📁 Structured project and repository organization
- 🔍 Debugging, profiling, and code refactoring
- 🤝 AI-assisted development for prototyping and engineering workflows
- 🎮 Gameplay Systems & Architecture: Building modular and interactive gameplay mechanics
- 🤖 AI & Algorithms: Developing decision-making systems using FSMs, Pathfinding, and Behavior Trees
- ⚙️ Performance & Scalability: Writing clean, decoupled, and performance-aware C# systems
