Modular Skill Architecture
I architected a skill system around an abstract base class and ScriptableObject data so abilities could share structure while remaining fast to tune during the jam.
Unity technical leadership and enemy systems case study
A third-person wizard action game built in 10 days by a 5-person team, centered on exploration, combat, forest spirits, and air-themed abilities.
Aeromancy is a supporting case study for technical leadership under jam constraints. It shows architecture, task coordination, enemy design, player controls, and cinematic implementation in a short production window.
I led the technical side of the project: planned architecture, managed Trello task assignment, built core player controls, created the modular skill structure, programmed enemy behavior, and implemented cutscenes.
I architected a skill system around an abstract base class and ScriptableObject data so abilities could share structure while remaining fast to tune during the jam.
I implemented third-person WASD movement, camera follow, animation integration, and skill controls so the player could explore and fight with readable responsiveness.
I programmed three enemy types, including Wolf, Sunflower Fairy, and Naga Boss, using range triggers, cooldown attacks, chase behavior, lose-sight logic, and multi-stage boss patterns.
I storyboarded and implemented opening and ending cutscenes with Timeline to frame the jam story and give the experience a complete beginning and end.
Aeromancy demonstrates that I can lead a small team, establish a modular gameplay architecture, and deliver character, AI, and presentation systems inside a short jam schedule.