Maze of the Hollow (Self-Directed Project)
|Lead Gameplay Programmer
Oye-Ekiti, Ekiti State, Nigeria
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.