About
Dynamic Unity Gameplay Programmer with hands-on experience in designing and implementing robust gameplay systems, physics-driven mechanics, procedural generation, and AI pathfinding in Unity3D/2D using C#. Proficient in game loop architecture, SOLID principles, and event-driven state management, consistently delivering polished, performant builds sustaining 80-100 FPS. Eager to leverage technical depth and a growth mindset in a Junior Unity Developer role, contributing innovative solutions to collaborative game development teams.
Work
Maze of the Hollow (Self-Directed Project)
|Lead Gameplay Programmer
Oye-Ekiti, Ekiti State, Nigeria
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Summary
Led the development of "Maze of the Hollow," a Unity2D project, implementing core gameplay systems including procedural generation, AI pathfinding, and object pooling to achieve high performance.
Highlights
Developed a recursive backtracker algorithm for perfect maze generation across configurable grid sizes up to 30x30, sustaining 80-100 FPS in Unity Editor and standalone builds.
Engineered an object pool to manage runtime instantiation of dynamic game objects (ghosts, keys, pickups), eliminating per-frame allocation and maintaining a stable frame rate.
Designed and implemented a custom A* pathfinder with dynamic wall data and h-based tie-breaking, ensuring accurate, real-time enemy navigation on a grid graph.
Authored a robust grid/cell data structure supporting wall removal and neighbor querying, serving as the foundational backbone for pathfinding, spawning, and maze generation systems.
Developed a quadrant-aware spawning framework utilizing abstract base classes and overrides, enabling deterministic yet randomized placement of pickups and AI agents while adhering to SOLID principles.
Optimized enemy movement systems using object-pooled instances, path caching, and ~0.5s target re-evaluation, achieving predictable and fluid AI behavior through smooth cell-center interpolation.
Constructed a game state and UI synchronization layer using the Singleton pattern, ensuring clean separation between gameplay logic and interface feedback through direct references.
2D Procedural Maze Generation (Self-Directed Project)
|Gameplay Programmer
Oye-Ekiti, Ekiti State, Nigeria
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Summary
Developed a Unity C# maze generator using recursive depth-first search, focusing on real-time visualization and interactive UI controls.
Highlights
Developed a Unity C# maze generator using recursive depth-first search with coroutine-based step visualization, enabling real-time algorithm demonstration for configurable grid sizes.
Applied an event-driven design pattern to fully decouple rendering logic from generation logic, achieving clean single-responsibility separation between systems.
Built interactive UI controls supporting real-time parameter adjustment (grid size, speed), providing immediate visual feedback on generation output.
Kitchen Chaos (Time-Based Cooking Simulator) (Self-Directed Project)
|Gameplay Programmer
Oye-Ekiti, Ekiti State, Nigeria
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Summary
Programmed a time-based cooking simulator in Unity3D, focusing on extensible interaction systems, data-driven content, and event-based state management.
Highlights
Implemented an interface-driven interaction system (IInteractable, IKitchenObjectParent), fully decoupling player actions from game objects to enable extensible item behavior with zero coupling.
Developed data-driven item and recipe definitions utilizing Scriptable Objects, enabling seamless content iteration without requiring code changes, exemplifying the SOLID open/closed principle.
Architected an event-based state management system using C# events for UI updates, order queue transitions, and win/lose conditions, significantly reducing inter-system dependencies.
Implemented player input abstraction via Unity Input System, providing platform-agnostic, modular control handling that supports remappable actions.
Designed a modular object parenting system to enable seamless item transfer between player, counters, and processing stations, managed within a finite state gameplay loop.
Bound UI components directly to gameplay events, achieving real-time order queue rendering and countdown timer feedback with zero polling overhead.
Ice Runner (Prototype) (Self-Directed Project)
|Gameplay Programmer
Oye-Ekiti, Ekiti State, Nigeria
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Summary
Prototyped "Ice Runner" in Unity3D, implementing physics-based movement, modular collision detection, and dynamic scoring systems.
Highlights
Developed a physics-based movement system using Unity Rigidbody and C#, producing responsive, momentum-driven player controls with realistic inertia.
Engineered a modular collision detection system handling obstacle interactions, Game Over state triggers, and level boundary enforcement via event dispatch.
Implemented a dynamic real-time scoring system tracking spatial displacement and survival time, rendered live via TextMeshPro UI binding.
Constructed a centralized Game Manager handling the core gameplay loop, including scene transitions, state persistence, and automatic level restarts.
Volunteer
Impact Leaders Club, FUOYE Chapter
|President
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Summary
Led a student chapter, overseeing team projects and community initiatives while managing operations across multiple working groups.
Highlights
Spearheaded a chapter of student leaders, coordinating diverse team projects and driving community initiatives to successful completion.
Managed operational oversight for multiple working groups, ensuring efficient execution and alignment with organizational goals.
Cultivated strong collaboration among student leaders, fostering an environment of shared responsibility and collective achievement.
Impact Leaders Club, FUOYE Chapter
|Asst. Director, Projects and Operations
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Summary
Planned and executed club projects and operational activities, developing cross-functional coordination and stakeholder communication skills.
Highlights
Orchestrated the planning and execution of key club projects and operational activities, enhancing organizational impact.
Developed robust cross-functional coordination strategies, streamlining project workflows and improving team efficiency.
Cultivated effective stakeholder communication, ensuring transparent updates and fostering strong relationships with club members and external partners.
Education
Federal University of Oye-Ekiti
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Bachelor's Degree
Electrical and Electronics Engineering
Courses
Data Structures & Algorithms
Object-Oriented Programming
Computer Programming
Digital Systems Design
Languages
English
Skills
Languages & Scripting
C#, HTML, CSS.
Engines & Editor
Unity3D, Unity2D, Unity Editor, Shader Graph, Animator Controller, Visual Scripting, Unity Input System, Unity Version Control.
Gameplay Systems
Gameplay Programming, Game Prototyping, Physics-Based Mechanics, Procedural Generation, A* Pathfinding, Object Pooling, Finite State Machines.
Design Patterns
Event-Driven Architecture, SOLID Principles, Game UI/UX, Level Design, Singleton, Observer, Abstract Factory, State Machine, Scriptable Object (data-driven).
Tools & Platforms
Visual Studio, Git, GitHub, Photoshop, Figma.
Soft Skills
Leadership, Team Collaboration, Problem Solving, Communication, Rapid Prototyping.