Back to Work

Unity technical leadership and enemy systems case study

Aeromancy

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.

Technical lead / lead game developer Lv.99 Game Jam 2023 · 10-day jam Unity · C# · URP · Behavior Trees · ScriptableObjects · Timeline
Aeromancy Gameplay Reel

Overview

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.

My Role

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.

Key Systems

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.

Character Controller

I implemented third-person WASD movement, camera follow, animation integration, and skill controls so the player could explore and fight with readable responsiveness.

Enemy Behavior

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.

Timeline Cutscenes

I storyboarded and implemented opening and ending cutscenes with Timeline to frame the jam story and give the experience a complete beginning and end.

Outcome

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.